Learn to Create Blendshapes in Maya for Animation
MP4 | Video: AVC 1280x720 | Audio: AAC 44KHz 2ch | Duration: 1 Hours | 625 MB
Genre: eLearning | Language: English
Combine 3d animations with ease for game and film using Blendshapes in Maya
With Blendshape Creation in Maya, instructor Chad Robert Morgan gives us a detailed look on how to use blendshapes, including how to create blendshapes nodes, adding new targets, and how to create targets. We highlight common pitfalls to avoid that can break your blendshapes, and tips for making your blendshape workflow more efficient and easy to edit. We will see how we can combine blendshapes with skinclusters to combine joint animation with blendshapes, as well as how to ensure the correct order of your inputs so they will work correctly.
We also look at an optional method using Mudbox to create blendshapes as sculpt layers and link it with Maya using OneClick. We use the Paint Blendshape Weights tool to paint out the influence of a blendshape and use it to split one target into multiple blendshapes. Learn pro tips like using wrap deformers to create mirror shapes and extra Maya tools found in Bonus Tools from Autodesk to create corrective blendshapes. See the updates from the new tools found in Maya 2016, which will allow us to create blendshapes without target meshes. Lastly, we learn how to export our blendshapes from Maya via FBX and import the blendshapes and the animation into Unreal 4.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Chad Robert Morgan started his career at LucasArts where, as a newbie to the industry, was fortunate enough to work with some very talented mentors who taught him how to use Maya. Since then, Chad has been trying to pay it forward by sharing what he has learned, first by giving lectures at Autodesk Master Classes, then publishing an article in 3D World magazine, posting tutorials on YouTube, and finally teaming up with 3dmotive. Working at LucasArts, Chad worked on the games Obi-wan, Starfighter, and Gladius. Chad has also worked for ReelFX on the direct-to-dvd movie G.I. Joe – Valor vs. Venom, and then moved on to Double Helix where he worked for ten years on such titles like Strider, Killer Instinct, Front Mission : Evolved, and Silent Hill : Homecoming. Chad is currently a freelance technical artist, working with clients such as Whitemoon Dreams, as well as developing his own independent game and video titles under his own company, Spectral Ink Productions.
了解如何在玛雅动画创建 Blendshapes
MP4 |视频 ︰ AVC 1280 x 720 |音频 ︰ AAC 44 KHz 2 通道 |持续时间 ︰ 1 小时 |625MB
类型 ︰ 电子学习 |语言 ︰ 英语
3d 动画结合轻松的游戏和电影在玛雅人使用 Blendshapes
与 Blendshape 创作的玛雅人,讲师乍得罗伯特 · 摩根给我们详细看看如何使用 blendshapes,包括如何创建 blendshapes 节点,添加新的目标,以及如何创建目标。我们强调避免,可以打破你的 blendshapes 和 blendshape 工作流程更有效率和容易编辑技巧常见缺陷。我们将看到如何我们可以结合 blendshapes 与 skinclusters 结合关节动画与 blendshapes,以及如何确保您的输入正确的顺序所以他们将正常工作。
我们也看看使用 Mudbox 创建 blendshapes 作为造型图层并将其链接与玛雅人使用 OneClick 可选方法。我们使用油漆 Blendshape 权重工具画出 blendshape 的影响,并使用它来拆分成多个 blendshapes 的一个目标。学习像使用 pro 提示包蒙皮创建镜像形状和额外奖金工具从欧特克打造纠正 blendshapes 发现的玛雅工具。请参阅更新从发现玛雅人到 2016 年,这将使我们能够创建 blendshapes 没有目标网格中的新工具。最后,我们学会了如何从玛雅人通过 FBX 导出我们的 blendshapes 和 blendshapes 和动画导入虚幻 4。
(学生 — — 请看第 1 款下/讲座 1 下载源文件与课程相关联)。
更多关于教练 ︰
乍得罗伯特 · 摩根生涯开始于艺界在哪里,作为一个新手到行业,很幸运,配备一些非常有才华的导师,教他如何使用玛雅人的工作。因为然后,乍得一直试图支付它提出由分享他的才学,首先通过在欧特克大师班讲座然后发布 3D 世界 》 杂志的一篇文章,张贴在 youtube 上,教程和最后联手 3dmotive。在卢卡斯艺术,乍得工作工作游戏欧比旺、 星际战斗机和短剑。乍得已还努力为 ReelFX 直接到 dvd 电影 G.I.Joe — — 英勇与毒液,然后搬到双螺旋他工作十年后这种标题喜欢黾,杀手本能,前台任务 ︰ 进化,和沉默山 ︰ 回家。乍得目前是一个自由职业者技术的艺术家,客户如 Whitemoon 梦想与工作,以及发展自己独立游戏和视频标题下他自己的公司,谱油墨生产。