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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
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Complete the joint connections by parenting them to form a seamless skeleton that can be exported.
Type:
Tutorial
Length:
2 min.
Transcript
00:03
All we need to do now is parent these so they form a single skeleton.
00:08
This is essential when exporting to a game engine,
00:11
you need to be able to have a single hierarchy for the character.
00:15
Now we compare the pelvis joint to the cog.
00:19
It may seem strange having these two joints here,
00:22
but we need them to separate the upper
00:24
and lower bodies giving the animator more freedom.
00:27
You can't really see it here.
00:31
Let's parent the thigh to the cog.
00:34
So if I move the cog, everything follows.
00:37
If I move the pelvis, now just the upper body follows.
00:41
OK.
00:42
Next parent the clavicle to the upper spine joint, which is spine three,
00:48
the fingers can now be pared to the hand
00:52
and the tours to the foot joint.
00:54
So there we have a single hierarchy.
00:58
The problem is the joints are different sizes.
01:01
This is purely a cosmetic thing though and doesn't affect the rig.
01:04
But I like to make sure they are all even.
01:07
So select the root joint and go to select hierarchy.
01:12
Now update the radius attribute in the channel box.
01:15
Let's maybe set it to 1.5.
01:19
That's better. They are all the same radius now?
01:23
Ok. So that's the skeleton built. Well, half of it anyway.
Video transcript
00:03
All we need to do now is parent these so they form a single skeleton.
00:08
This is essential when exporting to a game engine,
00:11
you need to be able to have a single hierarchy for the character.
00:15
Now we compare the pelvis joint to the cog.
00:19
It may seem strange having these two joints here,
00:22
but we need them to separate the upper
00:24
and lower bodies giving the animator more freedom.
00:27
You can't really see it here.
00:31
Let's parent the thigh to the cog.
00:34
So if I move the cog, everything follows.
00:37
If I move the pelvis, now just the upper body follows.
00:41
OK.
00:42
Next parent the clavicle to the upper spine joint, which is spine three,
00:48
the fingers can now be pared to the hand
00:52
and the tours to the foot joint.
00:54
So there we have a single hierarchy.
00:58
The problem is the joints are different sizes.
01:01
This is purely a cosmetic thing though and doesn't affect the rig.
01:04
But I like to make sure they are all even.
01:07
So select the root joint and go to select hierarchy.
01:12
Now update the radius attribute in the channel box.
01:15
Let's maybe set it to 1.5.
01:19
That's better. They are all the same radius now?
01:23
Ok. So that's the skeleton built. Well, half of it anyway.
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