强大的面部钻机是人物表情和自然的和必要的补充任何身体稳定钻机的关键。有两种主要的方法面部索具:形状和关节为主的设置。混合形状通常不支持的游戏引擎,所以重要的是要了解这两种方法。本课程说明如何使用各种方法来构建面部控件的多功能和易于使用。贾森·巴斯金显示了如何使用混合形状来控制表情,并创建变形目标库与群集和Lattice工具以及包装和电线变形器。然后学习如何对眼睛,眼睑,以及其他功能连接到GUI控件的动画师可以用它来操纵人物的表情但他们喜欢。最后,杰森探讨联合为基础的方法,使您可以将其连接到最终目前雕刻的基本面部结构。
Robust facial rigs are vital to character expression and a natural and necessary addition to any stable body rig. There are two primary approaches to facial rigging: shapes and joint-based setups. Blend shapes are typically not supported by gaming engines, so it's important to learn both approaches. This course shows how to use each method to build facial controls that are versatile and easy to use. Jason Baskin shows how to use blend shapes to control expressions, and create a library of morph targets with the Cluster and Lattice tools and the Wrap and Wire deformers. Then learn how to connect eyes, eyelids, and other features to GUI controls that animators can use to manipulate the character's expressions however they like. Last, Jason explores a joint-based approach that allows you to sculpt the underlying facial structure before attaching it to the final mesh.
主题包括:
了解变形目标
使用软选择,技工造型工具,以及对称选项
分裂对称的形状为不对称双
连眼睛转动到GUI
正在与眼睑,用混合形状或风扇接头
创建基本的UI控件
连接控制
定向接头,创造一个支撑结构
附加关节到支撑结构
关节结合到最终的目
平衡形状保真度钻机密度和可用性
Topics include:
Understanding morph targets
Using Soft Select, Artisan Sculpt tools, and symmetry options
Splitting symmetrical shapes into asymmetrical pairs
Connecting eye rotation to the GUI
Working with eyelids, using blend shapes or fan joints
Creating a basic UI control
Connecting controls
Orienting joints and creating a support structure
Attaching joints to the support structure
Binding joints to the final mesh
Balancing shape fidelity with rig density and usability