Animating Real- Time Game Characters-P14: My intent in writing Animating Real-Time Game Characters has been toshare my work methods, thoughts, and ideas about animating real-timecharacters in 3ds max 4™ and character studio 3®. Any factor that affectsthe animation process using these two tools has been covered.
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Animating Real- Time Game Characters-P14INDEX A jumps, 259-280 Active Time Segment button, keyframe animation, 325 181-183 Actors, creating and exporting, layers and, 224-229, 374-376 317-325, 331-336 All Links option of Type-In memory and, 177-179 dialog, 114 modeling to accommodate, Anchor keys, 238-240 32 Angle, value settings for rota- optimizing with key reduc- tions, 367-369 tion, 299-304 Animation organizing files, 192-193, animation sets, 175-181 202-203 categories of character ani- secondary motion, 219-220, mation, 180-181 243-246, 265, 266, character identity and, 271-272, 279-280, 324, 172-175 331-336 character implementation, selection sets, 193-196 186-189 shooting weapons, 250- death animation sequence, 259 325-327 smooth loops in, 284-286 details in, 280 snapshots as references, drift, correcting, 240-243, 274-277 255 special moves, 235 dynamic action, 267-268 swimming, 281-292 exporting animations with Time Configuration, 200-201 actors, 376-379 track selection, 197 Footstep vs. Freeform mode, track view, 197-201 192 walking, realistic, 187-189 game environments and, 177 see also Keyframe animation; ideology of, 280 Loops, animation; Motion idle poses, 176, 236-238, capture (mocap) animation; 248-250 Motion Flow mode 383384 Index Arms rotating with Motion Flow Bipeds adjustments, 61-67, Editor, 325-331 72-73 Rubber Band mode and copying limb poses, 283 joints in, 62, 63 gun arm weighting, 128-133 selection sets and, 193-196 weighting, 105-113 Spring controllers and, 84-88 Artists, inspiration for character steps to set up Biped rig, 52 design, 2-3 structure adjustment, 58-59 Asset Browser of 3ds, 8-9 tail adjustments, 70-71 transparency of, 140 B tri-jointed legs, 75-78 Backface Cull, 26 BIP files, loading into Bipeds, Battle Chasers, 6-7 123-125 Bias, keyframe animation, 210 Bodies BioVision Hierarchical (BVH) Biped adjustments, 59-61, files, 296-299, 300 70-71 Bipeds weighting torsos, 117-120 arm and leg adjustments, Body Horizontal and Body Ver- 61-67, 72-73 tical, simultaneous selec- body adjustments, 59-61, tion of, 346 70-71 Booleans, modeling, 16-17, 18 coordinate systems, 60-61 openings in geometry and, 17 creating, 55-58 Bracketing, 240-243 da Vinci poses and, 81-83 Breasts, 84 display options for, 140-141 weighting of, 143-144, dog rigs, 73-74 158-163 dolphin rigs, 74-75 Bulge Sub-Object settings, 95 fitting to mesh, 38-39, 57 BVH format files, 296-299, 300 four-legged creatures and, 68-74 C head adjustments, 59-61, Characters 70-71 design of, 2-7 hierarchy in, 60 identity and design attributes, keyframing and, 193-196 173-174 leg attachments, 60 implementation of, 186-189 loading BIP files, 123-125 individuality of, 172 loading CSM or BVH files, inspiration for, 2-3 296-299 motivation of, 174-175 meshes for, 53-55 preparing for animation, poses, saving, 67-68 172-173 Index 385Character Studio Motion Edges (CSM) files, 296-299, 300 making visible, 44Child Overlap settings, 147-150 turned, 21-23Clipping, adjustment for actor Edit Mesh modifier, UVW maps exports, 377-379 and, 41-44Continuity, keyframe anima- Elbows tion, 209-212, 239-240 modeling, 37Converting CSM or BVH files, weighting adjustments, 297-299 107-113Coordinate systems, in Bipeds, Emotion, facial rigs and, 83 60-61 EnvelopesCopy Posture button, 338-339 applying Physique, steps for,CSM files, 296-299, 300 138-139 copy and paste for symmetri-D cal limbs, 150-153Da Vinci poses, 81-83 ...