2D Artwork and 3D Modeling for Game Artists- P13
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Tham khảo tài liệu 2d artwork and 3d modeling for game artists- p13, công nghệ thông tin, kỹ thuật lập trình phục vụ nhu cầu học tập, nghiên cứu và làm việc hiệu quả
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2D Artwork and 3D Modeling for Game Artists- P13 574 14. Making the Slogre Game-Ready 8. Another way to adjust the weighting of the vertices is by using the Paint Weights option in the Skin modifier’s envelope rollout. For instance, press F3 to enter wireframe mode, and look at the tail area; I’d like to have the pelvis bone take control of this area, since the tail doesn’t do much else aside from following the pelvis in motion. With the Paint Weights button active, click the ellipse button to bring up the Painter Options screen. Here you can adjust the brush size and strength, along with about a billion other parame- ters. Change both the Max Strength and Max Size to 0.2; doing so will make the painting brush a small crosshair with not so much strength. Then, with Y the pelvis bone selected, just click and drag over the tail area to paint the weighting onto the vertices (Figure 14.40). FL The Paint Weights option is handy if you’re positioning bones and notice weird or improper bulges between bones. By painting on these affected areas, you’ll dynami- AM cally see the bulges shift around accordingly. Continue adjusting weights all over your model until you’re satisfied, then save your scene as a .MAX file. TE Figure 14.40 Use the Paint Weights option in the Envelope rollout to manually paint the vertices of the tail to be included with the Pelvis bone. ® Team-Flylease purchase PDF Split-Merge on www.verypdf.com to remove this watermark. Adding and Manipulating Dummy Nodes 575 Adding and Manipulating Dummy Nodes You’ll need to create several dummy objects to represent those critical game hooks I mentioned in the previous chapter. Dummies are simply inert boxes you create, label, and link to specific parts of the character’s body so that the game engine knows where to place items like weapons, backpacks, and so on. Some common ones for Torque are ■ A mounting location called Mount0. This is the primary weapon-mounting location on all characters; for the slogre, it will be on the hand of your choice. Required on all character models. ■ Secondary mounting locations, called Mount#, where # is a successive number 1, 2, and so on. These locations represent other mounting areas, so that the slogre can attach items like backpacks, other weapons, and vehicles. Mount1 and Mount2 are required dummies to be located just outside of the slogre’s back. ■ A dummy called Eye. This is located and oriented directly in front of the character’s face. Eye represents the camera through which the player sees the game world when playing the game, using the character model as his or her own player mesh. For bots (non-player characters), this might not be required. Consult your game engine’s requirements. ■ A dummy called Cam. This is the camera mounting location, which can repre- sent several things. For instance, when a player switches to a flying mode, in which he is no longer manipulating a character mesh (such as in post mortem, which is when you fly around the game world undetected until you re-spawn), the camera uses Cam to see the world. Some programmers use Cam to circle around a player who has been killed, as is the case in Unreal. For the Torque Engine, this dummy is attached to another dummy called Unlink. ■ Detail objects, called Detail#, where # defines the level of detail. Required for all models, you must have at least one detail dummy to represent the base polygon count of the character’s mesh. Level of detail (LOD) is critical for character meshes, because having a game full of 3,000+ characters walking around at all distances would be a complete waste of polygons. (See the LOD section ahead for details on creating, er, details.) ■ Vehicle dummies, such as Ski0 and Ski1 — which are located near the charac- ter’s calves—enabling the character to mount or sit in a vehicle.se purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 576 14. Making the Slogre Game-Ready ■ The character can also have Light# dummies to allow for a lighting source for special situations like self-illumination and so on. Some games and their engines might require additional mount and sprite loca- tions, such as an ExplodePoint location for the prog ...
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2D Artwork and 3D Modeling for Game Artists- P13 574 14. Making the Slogre Game-Ready 8. Another way to adjust the weighting of the vertices is by using the Paint Weights option in the Skin modifier’s envelope rollout. For instance, press F3 to enter wireframe mode, and look at the tail area; I’d like to have the pelvis bone take control of this area, since the tail doesn’t do much else aside from following the pelvis in motion. With the Paint Weights button active, click the ellipse button to bring up the Painter Options screen. Here you can adjust the brush size and strength, along with about a billion other parame- ters. Change both the Max Strength and Max Size to 0.2; doing so will make the painting brush a small crosshair with not so much strength. Then, with Y the pelvis bone selected, just click and drag over the tail area to paint the weighting onto the vertices (Figure 14.40). FL The Paint Weights option is handy if you’re positioning bones and notice weird or improper bulges between bones. By painting on these affected areas, you’ll dynami- AM cally see the bulges shift around accordingly. Continue adjusting weights all over your model until you’re satisfied, then save your scene as a .MAX file. TE Figure 14.40 Use the Paint Weights option in the Envelope rollout to manually paint the vertices of the tail to be included with the Pelvis bone. ® Team-Flylease purchase PDF Split-Merge on www.verypdf.com to remove this watermark. Adding and Manipulating Dummy Nodes 575 Adding and Manipulating Dummy Nodes You’ll need to create several dummy objects to represent those critical game hooks I mentioned in the previous chapter. Dummies are simply inert boxes you create, label, and link to specific parts of the character’s body so that the game engine knows where to place items like weapons, backpacks, and so on. Some common ones for Torque are ■ A mounting location called Mount0. This is the primary weapon-mounting location on all characters; for the slogre, it will be on the hand of your choice. Required on all character models. ■ Secondary mounting locations, called Mount#, where # is a successive number 1, 2, and so on. These locations represent other mounting areas, so that the slogre can attach items like backpacks, other weapons, and vehicles. Mount1 and Mount2 are required dummies to be located just outside of the slogre’s back. ■ A dummy called Eye. This is located and oriented directly in front of the character’s face. Eye represents the camera through which the player sees the game world when playing the game, using the character model as his or her own player mesh. For bots (non-player characters), this might not be required. Consult your game engine’s requirements. ■ A dummy called Cam. This is the camera mounting location, which can repre- sent several things. For instance, when a player switches to a flying mode, in which he is no longer manipulating a character mesh (such as in post mortem, which is when you fly around the game world undetected until you re-spawn), the camera uses Cam to see the world. Some programmers use Cam to circle around a player who has been killed, as is the case in Unreal. For the Torque Engine, this dummy is attached to another dummy called Unlink. ■ Detail objects, called Detail#, where # defines the level of detail. Required for all models, you must have at least one detail dummy to represent the base polygon count of the character’s mesh. Level of detail (LOD) is critical for character meshes, because having a game full of 3,000+ characters walking around at all distances would be a complete waste of polygons. (See the LOD section ahead for details on creating, er, details.) ■ Vehicle dummies, such as Ski0 and Ski1 — which are located near the charac- ter’s calves—enabling the character to mount or sit in a vehicle.se purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 576 14. Making the Slogre Game-Ready ■ The character can also have Light# dummies to allow for a lighting source for special situations like self-illumination and so on. Some games and their engines might require additional mount and sprite loca- tions, such as an ExplodePoint location for the prog ...
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