Quadruped Run Cycle in Maya
1h 19m | Video: h264, yuv420p, 1280x720 30fps | Audio: aac, 44100 Hz, 2 ch | 1.09 GB
Genre: eLearning | Language: English
In this course we are going to animate a quadruped character for videogame from scratch, starting by setting up the reference plane for the in-game speed, followed by blocking all the main poses with appealing shapes that can be read on any angle of view. After that we will work with the timing to make those poses fit on the correct frames, and progressively we will add the in-betweens at the same time we keep adjusting the timing. It is going to be a progressive refining process, were we keep going back and fourth on the controllers to make them have a fluid movement. We will also work with some variation in speed, dynamic arcs, follow thought and and how to address correctly the feeling of the weight. At first we will work only on the core of the body, and letting it drive all the secondary animations which we will only start to work more towards the end of the course. In the end I will show a quick trick to make the animation look more organic by using animation layers on some parts of the character and we will finish with a ready to use run cycle.
四足动物在玛雅人中运行周期
1 h 19 m |视频: h264、 yuv420p、 1280 × 720 30 帧/秒 |音频: aac,44100 Hz,2ch |1.09 GB
类型: 电子学习 |语言: 英语
在这个过程中我们要动画游戏从零开始,四足字符开始通过设置游戏中速度,其次通过阻断所有主要的姿势与吸引人的形状,可以在任何视角读参照平面。在那之后,我们将会与时间,使那些姿势适合的正确的帧,并逐步我们将添加介于同时我们一直在调整时机。它是要精炼工艺的进步,是我们继续前进回和第四个控制器,使他们有一个流体的运动上。我们还将与一些变化速度,动态的弧,遵循思想,以及如何正确地解决的重量感。首先我们将工作只有身体,并让它驱动我们才会开始更努力的课程结束后的所有次要动画的核心。在结束,我将展示的技巧,才能使动画看起来更有机使用动画层上的字符部分,我们将完成与一名准备使用运行周期。