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Get a thorough overview of techniques for creating characters for video games or real-time rendered applications. Author Chris Reilly covers low-poly modeling, texturing and animation, using 3D model and texture assets created in Maya and Adobe Photoshop. The course also includes an overview of Unity 3, including importing characters and making interactive animations with the Script Editor.
Okay, so I've drawn out the bones for my leg joints. Let's go ahead and work on the spine a little bit. Before I go any further, I'm just going to do a little bit of housekeeping here. In my Outliner, I'm going to select my root joint, and all the joints below it, and just make sure that those are placed in the Skeleton layer. Then my low poly layer where my geometry is, I'm going to set that to a Reference layer, so that I don't accidentally select it as I'm going through and placing joints. So let me just zoom in here.
So for the spine, I'm going to draw a few joints leading up the center of the character. So the first one I'm going to draw is going to be aligned where the lower arms kind of branch off. So I'll have a spine joint here, and then I'll start the joints for lower arm later on. So I'll bring up my Joint tool by clicking Skeleton > Joint Tool and as I place this, I'm going to Snap to Grid, because I want to make sure this is all aligned to the Y-axis for mirroring later on. So I will set one and I'm going to title this Spine1.
I'll just move that up a little bit. So I'm just going to zoom-in, and use my Move tool, just to slide this up a little bit, so that we're aligned with the lower arms. I am going to draw another joint above it, in between this joint and then the point on the body where the upper arms are going to branch off. So bring up the Joint tool again, Snap to Grid, and do one more. And just clean these up in the Outliner and then these are going to parent to the root joint.
I'll just keep labeling these. Now since there is no left or right spine here, so these are all aligned to the center. So I'm just going to number these sequentially. And let's go ahead and switch to the Side view. So we can see right now the spine is oriented straight up and down and that's not really how spines work. You want to add a little bit of a curvature and kind of follow more towards the back of the wing contour here. So I'm just going to move these joints just a little bit.
So move these back just to kind of follow that profile. Let's make it a little bit more natural. That looks pretty good. Now, another step I'm going to take with the spine is to build some joints coming out that will help to control sort of the abdominal area of the character. That will help the character deform in a more natural way as he sort of bends over or arches his back. So I'm going to close my Outliner here.
So I'm going to add just a few joints here and I'll bring my Outliner back up to parent these. So this I'll just call Rib1, because we think of it as just kind of like a rib cage, and that will parent to root. I'll bring the Joint tool back up again and I'll make a rib for Spine1. So this we call it Rib2. We'll just repeat that process for the other two spine joints.
So I'll keep working on this. Let's skip ahead and I'll talk about a couple of other steps that I take as I build out the skeleton.
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