影视动画视频教程
模块: |
动画 |
软件: |
Maya |
讲解: |
英文+无字幕 |
播放时长: |
5分钟12秒 |
版权: |
本资源来自互联网,仅供学习交流 |
下载链接: |
点击查看 【注意:先查看链接是否有效,有效再购买密码;失效请加微信:284487540申请更新】 |
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迪士尼循环动画制作教程
在动画制作和游戏开发中循环动画起着重要的作用。然而,创建循环动画依赖于通用的动画包,需要复杂的接口,需要专家培训。我们的工作探讨了运动周期创作的具体挑战,并提供了一个简单的系统,为新手动画师,同时保持灵活的控制要求的专家。由于其周期性,我们证明了性能动画为运动周期规范提供了一个自然接口。我们的系统允许用户使用各种捕获设备执行几个运动环,并自动从这种潜在的噪声输入中提取一个循环周期。不同字符组件的运动周期可以以分层的方式编写,或者我们的方法支持从高维数据中提取周期性的数据,从而获得许多自由度的捕获设备。捕获后,自定义曲线表示和操作工具允许用户从单个视口协调和控制空间和时间转换。地面和其他平面触点用一条单独的轮廓线来调节,以调整曲线的位置和时间以建立非滑动接触。我们通过测试新手和专家用户评估我们的工作的有效性,并显示各种动画运动周期创建与我们的系统。
Motion cycles play an important role in animation production and game development. However, creating motion cycles relies on general-purpose animation packages with complex interfaces that require expert training. Our work explores the specific challenges of motion cycle authoring and provides a system simple enough for novice animators while maintaining the flexibility of control demanded by experts. Due to their cyclic nature, we show that performance animation provides a natural interface for motion cycle specification. Our system allows the user to act several loops of motion using a variety of capture devices and automatically extracts a looping cycle from this potentially noisy input. Motion cycles for different character components can be authored in a layered fashion, or our method supports cycle extraction from higher-dimensional data for capture devices that deliver many degrees of freedom. After capture, a custom curve representation and manipulation tool allows the user to coordinate and control spatial and temporal transformations from a single viewport. Ground and other planar contacts are specified with a single sketched line that adjusts a curve’s position and timing to establish non-slipping contact. We evaluate the effectiveness of our work through tests with both novice and expert users and show a variety of animated motion cycles created with our system.
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