影视动画视频教程
模块: |
绑定 |
软件: |
Modo |
讲解: |
英文+无字幕 |
播放时长: |
3小时28分钟 |
版权: |
本资源来自互联网,仅供学习交流 |
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MODO角色绑定教程 - Rigging Your First Character in MODO - Digital Tutors | 1.7GB
播放时长:3小时28分钟
教程级别:中级
项目文件:包含
使用软件:MODO 701
What you will learn
在本教程中,我们将学习如何才能准备一个动画角色模型。
In this tutorial we'll learn how we can take a modeled character and prepare it for animation.
我们将通过使用MODO的骨骼工具在整个身体的关节建设的层次开始这一进程。当我们建设我们的骨骼,我们将学习如何解决的方向和关节的排列以及养育的一些基本知识。一旦我们构建我们的骨骼,我们将学习如何将它绑定到网格,并探讨一些可用于编辑影响我们的关节有几何体上的重量绘画工具。
We'll begin this process by using MODO's skeleton tool to build a hierarchy of joints throughout the body. As we build our skeleton we'll learn how to fix the orientation and alignment of joints along with some basic knowledge of parenting. Once we've constructed our skeleton we'll learn how to bind it to the mesh and explore some of the weight painting tools that can be used to edit the influence our joints have on the geometry.
在此之后,我们会更深入地研究,通过学习如何运用逆运动学,定位器,约束和控制面以及其他很酷的工具和功能,为我们的性格与它需要一个漫画家的功能操纵我们的性格。最后,我们分析我们的钻机的功能,并解决任何可能发生的任何问题。
Following this we'll dive deeper into rigging our character by learning how to apply inverse kinematics, locators, constraints, and control surfaces along with other cool tools and features to provide our character with the functionality it needs for an animator. Finally, we analyze the functionality of our rig and fix any issues that may have occurred.
观看本教程后您就可以开始操纵自己的角色更有信心,同时有很多的乐趣。
After watching this tutorial you'll be ready to begin rigging your own characters with more confidence while having a lot of fun.
01. Introduction and project overview 01:09
02. Creating joints with the skeleton tool 11:43
03. Mirroring joints 14:27
04. Editing, deleting, inserting, and naming joints 10:14
05. Fixing orientations and alignments 13:23
06. Parenting joints 10:53
07. Binding the skeleton 11:29
08. Painting weights 11:05
09. Applying inverse kinematics to joints 08:13
10. Adding locators for the feet 11:08
11. Parenting locators for the feet 07:32
12. Assigning an up vector locator to the feet 08:15
13. Assigning controls for the knees and the legs 08:46
14. Cleaning up locators and creating control systems 11:10
15. Adding a control surface for the hips 10:25
16. Adding a control surfaces for the spine, chest, and root joints 10:44
17. Rigging the arms 12:01
18. Rigging the hands with user channels 15:02
19. Adding surface controls for the neck and head 08:16
20. Final analysis and making fixes 12:43
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