影视动画视频教程
模块: |
绑定 |
软件: |
Maya |
讲解: |
英文+无字幕 |
播放时长: |
7小时38分钟 |
版权: |
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Maya产品级生物角色绑定视频教程 - Creature Rigging for Production
角色绑定是一个过程,从角色的设计建立的那一刻开始。为了充分利用角色,它涉及建模者,操纵者和可能的动画师之间的大量交流。本教程首先使用Ben Erdt的教程“生产的生物建模”中的基本块布局Zbrush文件来开始生成骨架。该钻机由几个部件组成,由肢体分开,旨在在建模人员完成创建干净的拓扑之前创建一个功能齐全的身体钻机。组件在必要时使用IK,FK和Spline-IK系统进行混合。一些python代码被共享以加速这些工作流中的一些。不是原始Maya工具集的一部分的工具将用于创建控件,并帮助对基本封锁网格进行蒙皮。这将成为最终网格中使用的基本信息,其中第二阶段的操纵开始:在字符上添加额外的细节控件。最终结果包含易于用于动画制作者并且可以直接在游戏引擎中使用的绑定。
Character rigging is a process that starts the moment the design of a character is established. To get the most out of a character it involves a lot of communication between the modeler, the rigger and, whenever possible, the animator. This tutorial begins by working with the basic blockout ZBrush file from Ben Erdt’s tutorial “Creature Modeling for Production” to start generating the skeleton. The rig is set up in several components, divided by the limbs, and aims to create a fully functional body rig before the modeler is done creating a clean topology. The components make use of IK, FK and Spline-IK systems with blending where necessary. Some python code is shared to speed up some of these workflows. Tools that are not part of the original Maya tool-set will be used to create controls and help out with skinning the basic blockout mesh. This will then become the base information used in the final mesh, where a second phase of rigging starts: adding the extra detail controls on the character. The end-result contains a rig that is easy to use for an animator and which can be directly used in a game engine.
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