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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.
So we have got all our controls in place and we just need to go through of a couple of more steps to kind of clean things up a little bit. I am going to take a look in the Outliner here and just make sure all of my hierarchy is correct. Let's just start with the head and work our way down. So my Head control. Right now my Eyes are parented to the Head. I also want to make sure that all other controls that are located on the head are parented to the head. So the Antena, both Antennas and all the Jaw controls, actually parented to the head. Now look at these different Shoulder controls. It looks good.
So just take a look at our Spine controls, which lead to the controls for the upper arms. To the Left and the Right upper Shoulder should both be parented to Spine_3. Then the lower arm and hand controls should get parented to Spine_1 and then finally the Head controls should also get parented to Spine_3. It's looking good and then we will just make one additional control.
So we go to Create > NURBS Primitives > Circle, and I just want a make a big circle kind of around the base of the character that I can use to just pick up and control everything all at once. So I am going to hold down X to snap to grid here and just click-and-drag and that looks just fine. So in my Outliner, I am going to title this one, MAIN_CONTROL. Then all of my controls will get parented to MAIN_CONTROL.
So now if I just want a move the entire character around I can just click-and-drag him around. I also want to make sure that all of my controls are in the controls layer. So now I can turn on and off the controls and that can just help visually make things look little bit less messy. I am going to turn my geometry back on. So all our controls are set up now and in the next video we'll get ready to bind the skeleton to the actual geometry so you can post the character.
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