影视动画视频教程
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建模 |
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Modo |
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MODO 701的粒子,动力学和效果视频教程 - MODO 701 Particles, Dynamics & Effects
At the core of the Modo pipeline resides an extremely powerful dynamic simulation and particle effects engine. In this course, we'll take an in-depth examination of the moving components of the Modo particle system, hard and soft body dynamics and the rendering pipeline for these exciting effects. The Modo particle system has a strong core of features that will allow us to easily create an array of emitter types, particle modifiers, collision effects, flocking and particle terminators.
在摩多管道的核心所在的一个非常强大的动态模拟和粒子效果引擎。在这个过程中,我们会对摩多粒子系统的运动部件进行检查、软硬体动力学和渲染管线,这些令人兴奋的影响。摩多粒子系统具有的功能,将使我们能够很容易地创建粒子发射器类型修饰符,碰撞的影响阵列的坚强核心,植绒和粒子的终结者。
In addition to exploring the Modo particle system, prof Pat Crandley will share some invaluable production techniques along the way as we explore scene management, object referencing, the role of the gradient editor and how the new animation workflow can be used to animate, simulate, and render particle effects in Modo.
除了探索摩多粒子系统,教授拍拍crandley将分享一些宝贵的生产技术,一路上我们探索现场管理,对象引用,角色渐变编辑器和新的动画工作流程可以用来制作动画,模拟和渲染在Modo的粒子效果。
Pat Crandley has been a 3D modeler, animator and editor in the computer animation and visual effects industry for over 10 years. Crandley served as the Post-Production Supervisor for the 3D Animation department at MTV and oversaw the production of a computer animated series called Video Mods. He also worked as the lead modeler and animator for a series of commercials for Coke, Mike’s Hard Lemonade and Debers Diamonds. He recently finished working at Peppers.TV as the Senior 3D Artist and Technology Geek. Currently, Pat is teaching the next generation of 3D modelers and animators at Sacramento City College and The Art Institute of California: Sacramento.
帕特crandley了3D建模,动画和编辑在计算机动画和视觉特效行业超过10年。crandley担任MTV的3d动画部门主管和负责后期制作的电脑动画系列称为视频插件生产。他还曾为焦炭系列广告导致建模和动画,迈克的硬柠檬水和糖原性肥胖性肝大钻石。他最近完成的工作在peppers.tv作为高级3D艺术家和技术极客。目前,帕特在萨克拉门托城市学院和加利福尼亚艺术学院的3D模型和动画教育下一代:萨克拉门托。
CLASS 1
第一节
This course will begin with an overview of the replicator system. Many of the core components of the particle system stem from Replicators, so we'll explore the simple, yet powerful, set-up procedures for adding Replicators to our scene. In addition, we'll also take a look at the animation layout and briefly discuss the process of animating in Modo.
本课程将以复制系统的概述。许多从复制粒子系统干的核心部件,所以我们要探索简单,但功能强大,添加复制到我们的场景设置程序。此外,我们也会看看动画布局简单讨论动画在Modo的过程。
CLASS 2
第二节
In order for us to quickly populate our scene with particles, we need to understand the basic simulation system in Modo. We'll explore the the different simulation types, their features and the best production pipeline for adding simulations in to our scene. Through this process of learning how to generate simulations in Modo, you'll learn how to simulate rigid body dynamics in Modo.
为了让我们迅速与颗粒填充我们的场景,我们需要了解在Modo的基本仿真系统。我们将探讨不同的模拟类型,它们的功能和最佳的生产流水线,增加模拟在我们的场景。通过这个过程,学习如何在Modo中生成的模拟中,您将学习如何在摩多刚体动力学仿真。
CLASS 3
第三节
Now that we have a basic understanding of how the Modo simulation engine operates, let's begin to explore the different emitters types in Modo. The array of emitters types will allow us to create a huge spectrum of effects, so lets explore these unique items in Modo. Emitters, Radial, Curve, Surface, Source.
现在,我们有怎样的模式模拟发动机运行一个基本的了解,让我们开始探索在Modo不同发射器类型。发射器类型的数组将使我们能够创造一个巨大的频谱的影响,让我们探索在Modo这些独特的项目。发射器,径向,曲线,曲面,光源。
CLASS 4
第四节
Collector Emitters are simulations that are based on the result of another simulation. Through the complex network of schematic nodes, we'll create compound particle effects in Modo. Let's check it out!
集电极发射器是基于另一个模拟结果的模拟。通过原理图节点的复杂网络,我们将创建在Modo复合粒子的影响。让我们看看它!
CLASS 5
第五节
At times, we want the parameters of our particles to be effected by events within our 3D scene. We'll look at that role of Terminators and discover how we can filter events within our scene to kill our particles or spawn new particles. Paired with Falloffs, Terminators are an exciting addition to the particle engine in Modo and ultimately allow us to create dynamic particle effects.
有时,我们希望在我们的三维场景中的事件影响我们的粒子的参数。我们来看看角色的终结者,发现我们如何过滤事件在我们的现场,杀死我们的粒子或产生新的粒子。成对下降,终结者是一个令人兴奋的除了Modo的粒子引擎最终允许我们创建动态粒子效果。
CLASS 6
第六节
We take a look at how to apply forces within our 3D scene. The Modo particle system allows us to create a series of intricate forces that will influence our particle simulations in some really awesome ways. Let's check it out! Any force item can be linked to a particle simulation as a filter. Particles will accelerate based on the strength of the force at their location and their mass. These are the same forces used for rigid body dynamics.
我们看看如何应用在我们的三维场景的力量。摩多粒子系统允许我们创建一系列错综复杂的力量,会影响一些很棒的方式,我们的粒子模拟。让我们看看它!任何力项都可以被连接到一个粒子模拟作为一个过滤器。粒子会加速基于力量的力量在他们的位置和他们的质量。这些都是相同的力量用于刚体动力学。
CLASS 7
第八节
At the core of the Modo particle system resides a powerful engine that allows us to intelligently parse particle simulations on rules, or expressions, within the scene. Adding Particle Modifiers to the schematic layout of our scene can instantly change the complexity, accuracy and creative result of our particle system.
在摩多粒子体系的核心所在的一个强大的引擎,使我们能够智能地分析粒子模拟规则,或表达,在现场。在我们的场景中,将粒子改性剂加入到我们的场景中,可以改变粒子系统的复杂性、准确性和创造性。
CLASS 8
第八节
The Particle Operator is a general filter modifier type item that can be used to process and modify all particles in a simulation based on user selected Features. Let's take a look at how we can set-up our scene to include this exciting new addition to the Modo particle system.
粒子运算符是一个一般的过滤器改性剂类型项目,可用于处理和修改所有粒子在模拟的基础上,用户选择的功能。让我们看看如何我们可以建立我们的场景包括这个令人兴奋的新的摩多粒子系统一看。
CLASS 9
第九节
We are going to talk about Flock and Dynamic Colliders. Flocking is a particle operator that creates forces between particles that produce distinct particles groups or clumps. The Dynamic Collider has no user adjustable attributes in the Properties panel, it is merely meant as a bridge to share data between a particle simulation and a soft or hard-body dynamics simulation when calculating collisions between them. This allows users to control which simulations are necessary to share data, which can save valuable calculation time for complex simulations of all types. Let's take a look!
我们要谈的羊群和动态碰撞。群集是一个粒子的操作,产生不同的颗粒群或团块颗粒之间的力量。动态对撞机没有用户可调的属性,在属性面板,它只是意味着作为一个桥梁,共享数据之间的粒子模拟和软或硬物体动力学模拟计算碰撞时,它们之间。这允许用户控制的模拟是必要的,以共享数据,这可以节省宝贵的计算时间,复杂的模拟所有类型。让我们来看一看!
CLASS 10
第十节
We wrap up our introduction to the particle system in Modo by addressing a few strategies on rendering particle simulations in Modo. Rendering passes is easy to setu
我们总结了modo的粒子系统介绍解决在Modo渲染粒子模拟的一些策略。渲染是很容易设置
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