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Game Character Development with Maya by Antony Ward

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Chapter 14. Final Character Deformation

CD Files

Kila_FaceRig_BS.mb

Kila_FaceRig_Jnt.mb

Kila_Bound_BS.mb

Kila_Skinned.mb

Grae_FaceRig_BS.mb

Grae_FaceRig_Jnt.mb

Grae_Bound_BS.mb

Grae_Skinned.mb

KilaBody.tga

KilaHair.tga

KilaHead.tga

GraeBody.tga

GraeMisc.tga

GraeWing.tga

GraeBody_Bump.tga

GraeMisc_Bump.tga

GraeBody_Spec.tga

GraeMisc_Spec.tga

We have a model and a rig for both Kila and Grae, and now we need to connect the rigs to the models so that one will drive the other. We’ll do that here in this chapter, using techniques already discussed: mesh binding and painting weights. You’ve worked with these techniques in Chapter 6 and extensively in Chapter 13, so you should be well acquainted with using them.

Preparation and Binding

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