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Now we rotate Konoko's arms by 90° (getting her into the same T-Pose as Lara), and set the scale of Lara's armature to about 0.86, so that her arms are vertically aligned with Konoko's. This is what you get after you do this basic superposition, adjust Lara's scale to 0.86 and apply it: http://geyser.oni2.net/UE4/LaraTutorial/LaraStep4match1.blend | Now we rotate Konoko's arms by 90° (getting her into the same T-Pose as Lara), and set the scale of Lara's armature to about 0.86, so that her arms are vertically aligned with Konoko's. This is what you get after you do this basic superposition, adjust Lara's scale to 0.86 and apply it: http://geyser.oni2.net/UE4/LaraTutorial/LaraStep4match1.blend | ||
We notice that Lara's body cannot be fit under Konoko's armor just by moving the two characters around, but it can be managed with some extra rotations of the spine segments. The different layout of the skeleton is also clearly visible: Konoko's spine goes through the center of the neck cylinder, whereas Lara's is further towards the back, where the actual spinal column would be. These observation may become important later if we want to fine-tune the character's rest pose, and more specifically the neutral shape of the spine that works best for all of Oni's animations (movement, combat, etc). For now, though, we are mainly concerned with the length of the arms and the relative length of their segments. For Konoko's armor to work on the new character, we clearly need to move Lara's shoulders outwards, make the shoulder bones longer, and bring the elbow closer to the hand (i.e., make the upper arm longer and the forearm shorter). | We notice that Lara's body cannot be fit under Konoko's armor just by moving the two characters around, but it can be managed with some extra rotations of the spine segments. The different layout of the skeleton is also clearly visible: Konoko's spine goes through the center of the neck cylinder, whereas Lara's is further towards the back, where the actual spinal column would be. These observation may become important later if we want to fine-tune the character's rest pose, and more specifically the neutral shape of the spine that works best for all of Oni's animations (movement, combat, etc). For now, though, we are mainly concerned with the overall length of the arms and the relative length of their segments. For Konoko's armor to work on the new character, we clearly need to move Lara's shoulders outwards, make the shoulder bones longer, and bring the elbow closer to the hand (i.e., make the upper arm longer and the forearm shorter). | ||
Since we will be lengthening and shortening some bones by changing their scale, we need to make sure that the scale of the hand and fingers is not affected by these operations, so we select the hand bones and uncheck "Inherit scale", first (same for the forearms and arms if we want to manipulate the length of all the segments individually). | Since we will be lengthening and shortening some bones by changing their scale, we need to make sure that the scale of the hand and fingers is not affected by these operations, so we select the hand bones and uncheck "Inherit scale", first (same for the forearms and arms if we want to manipulate the length of all the segments individually). |