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TIP To rotate the view around the hand, select one or more finger bones
and use Orbit Selected in the Orthographic viewport.

There is no shortcut to posing the hand correctly. You must look at the
hand carefully from all angles to ensure that the bones are centered down
the mesh fingers and thumb. The thumb bones can be challenging to
pose because they rotate differently from the fingers.

10 When the hand pose looks good, select all the hand bones, and copy and
paste the posture to other hand.

11 Check the fit of the bones on the other hand. If necessary, scale or rotate
the lower arm to make the fingers fit on the other side.
When a mesh is symmetrical, the hand bones should make an exact fit
when pasted to the other side. However, meshes are not always perfectly
symmetrical. In addition, if the center of mass is slightly off center, the
hand will not fit exactly.
The file align_wilson_fingers.max contains the biped posed up to this point.

Pose the head and feet:

1 In the Left viewport, rotate and scale the neck link so the biped’s chin
aligns with Wilson’s chin. Do not rotate the head.

916 | Chapter 5 Character-Animation Tutorials

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