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August 2001
Chicken Head Setup
by Kris Kapp -- page 7
(Your first dance
with the chicken? Get caught up with the first chicken scratch
here)
Continued from
page
6
For the beak I did pretty much the
same. I made a curve that goes all around the upper beak and another one
that goes around the front part of the lower beak. I grouped the curves
to themselves and parented the top curve to UpperbeakJT and the lower
one to the JawBoneMidJT. Then I added them in as influence objects and
painted the weight values for each curve.

Wireframe showing
upper beak control curve.

Shaded view of
upper beak control curve.
That’s pretty much the basic setup for the head. I know the chicken has
changed a lot from where I started and I still have some changes to make
for the tail and comb. I also need to setup a custom user interface to
make it easier to control the clusters that drive the influence curves.
Now that I have the beak skinned the way I want it, I’ll parent the
Jawbone to the SkullJT and the UpperBeakJT to the SkullJT. Now when I
rotate the Jawbone, the top of the beak doesn’t move.

Parenting the
joints for the beak to the SkullJT.
Let me know if this helps anyone out. The chicken is a work in progress
and hopefully I’ll have time soon to start animating. I’m kind’a making
things up as I go on this guy. As always, I can be contacted at
spudk@texas.net if you have any
questions.
New! Addendum >>>
BIO
An award winning animator and game industry veteran, Kris Kapp has
done it all from low poly modeling to cinematic cut animations. He was
awarded most outstanding portfolio in his graduating class, and, more
recently, Kris was nominated for the 3D Designs Big Kahuna award in the
category of best story telling. Along with serving as layout supervisor
on the animated short "Major Damage," Kris recently founded his own
animation company, Risk Studios. Indicative of his studio name, Kris is
also a pilot and a champion motorcycle road racer.
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