2010

Table Of Contents
3 In the Hypergraph, Shift-select elbow_influence, elbow_influenceBase,
and left_shoulder joint, in that order.
The order of selection is important. The parent object should be selected
last.
4 Press p to parent the elbow nodes under the left_shoulder joint.
The elbow_influence nodes appear in the skeleton hierarchy below the
left_shoulder joint.
The elbow_influenceBase is known as a base object. It stores vertex
position information for the influence object. The reason for parenting
the base object to the left_shoulder joint is so that the influence objects
vertices stay in the correct position at the elbow whenever the elbow
moves to a new position. Other than this step, you do not work with the
base object.
5 Right-click Jackie and select Actions > Untemplate. It is easier to see
subsequent skin deformations when Jackie is displayed with smooth
shading rather than as a template.
6 From the menus at the top of the top view, turn off Show > Joints to
avoid having the joints obstruct your view of the skin.
7 Use each arms IK handle (ikHandle1 and ikHandle2) to pose the arms
in the following position.
The left elbow looks more natural than the right elbow. To tune the
elbows deformation during bending, change the position, scale, and
rotation of elbow_influence.
Do not be concerned if the influence object pokes through the skin. It
wont be displayed when you render the animation.
342 | Chapter 7 Character Setup