CG数据库 >> Fahrenheit - Digital SKINNING FOR FEATURE ANIMATION

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YEAR OF RELEASE 2006

Starting with 2D Animation as a reference plus a solid understanding and application of Deformations, Aaron uses out-of-the-box Maya tools and production tested techniques to cover all aspects of Skinning & Deforming a character without sacrificing the speed and interactivity that is essential for Feature Animation production.

CHAPTERS:

01: Bridging the Gap from 2D to 3D

02: Introduction to Rigging

03: Stretchy Spline IK Spine

04: Stretchy FK "Ribbon" Spine

05: Sternum & Clavicles

06: Scapula with Conditional Rotations

07: Building Rigs Using MEL - Part 1

08: FK-IK Arms

09: Auto-Clavicle Rig

10: Stretchy IK Legs

11: Building Rigs Using MEL - Part 1

12: Hands & Fingers

13: Building Rigs Using MEL - Part 3

14: Feet & Toes

15: "Ribbon" Neck Rig & Head Joint

16: Animation Controls

17: Final Hierarchy - Putting It All Together

18: Animation GUI Using MEL

发布 2006 年

从开始作为参考加上扎实的理解和应用变形的 2D 动画,亚伦使用预置的玛雅工具和生产测试技术涵盖所有方面的肥膘 & 变形一个字符而不会牺牲速度和交互性的特征动画生产至关重要。

章节:

01: 缩小差距从 2D 到 3D

02: 索具简介

03: 弹性样条 IK 脊椎

04: 弹性 FK"丝带"脊柱

05: 胸骨、 锁骨

06: 肩胛骨条件旋转

07: 建筑钻机采用梅尔-第 1 部分

08: FK IK 武器

09: 自动锁骨钻机

10: 弹性 IK 腿

11: 建筑钻机采用梅尔-第 1 部分

12: 手与手指

13: 建筑钻机采用梅尔-第 3 部分

14: 脚和脚趾

15:"带状"颈部钻机 & 头接头

16: 动画控件

17: 最终的层次结构-放在一起

18: 动画 GUI 使用梅尔