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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
How to add extra joints to the skeleton, such as the root joint, for enhanced control over the placement of the model in virtual space.
Type:
Tutorial
Length:
1 min.
Transcript
00:03
Now let's look at adding some of the extra joints we need.
00:08
The first is the root joint.
00:11
The route is essentially a locator.
00:14
So the engine knows where the character is in virtual space.
00:18
It can also be used to effectively pull the animation back to the world route
00:23
something which is essential with game animations.
00:27
So if the character is animated, moving away from the world,
00:30
root unreal can pull it back
00:33
and then it can position itself so that the
00:36
character can more accurately interact with world objects.
00:41
You can read more about how it works in unreal by following the link on the screen.
00:46
OK. Let's bring back the grid
00:49
and we just want to create a single joint,
00:53
but we need it with the default settings.
00:55
So the orientation matches the world's orientation.
00:59
I'm going to just hold X and snap this joint to the grid
01:03
and that's it.
01:05
Let's rename this to root.
01:08
Nice and easy.
01:10
Now duplicate the root joint
01:13
and holding V snap that to the pelvis joint.
01:17
Call this one cog which is short for center of gravity
01:21
and parent that to the root joint.
Video transcript
00:03
Now let's look at adding some of the extra joints we need.
00:08
The first is the root joint.
00:11
The route is essentially a locator.
00:14
So the engine knows where the character is in virtual space.
00:18
It can also be used to effectively pull the animation back to the world route
00:23
something which is essential with game animations.
00:27
So if the character is animated, moving away from the world,
00:30
root unreal can pull it back
00:33
and then it can position itself so that the
00:36
character can more accurately interact with world objects.
00:41
You can read more about how it works in unreal by following the link on the screen.
00:46
OK. Let's bring back the grid
00:49
and we just want to create a single joint,
00:53
but we need it with the default settings.
00:55
So the orientation matches the world's orientation.
00:59
I'm going to just hold X and snap this joint to the grid
01:03
and that's it.
01:05
Let's rename this to root.
01:08
Nice and easy.
01:10
Now duplicate the root joint
01:13
and holding V snap that to the pelvis joint.
01:17
Call this one cog which is short for center of gravity
01:21
and parent that to the root joint.
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