CG数据库 >> 《Maya角色骨骼绑定实践与技巧教程》The Gnomon Workshop Character Rigging Produ...

本教程是由Gnomon机构出品的角色骨骼绑定实践与技巧教程****,教程使用软件:Maya,共23章节,英语。

对于任何动画作品来说,高质量的角色骨骼绑定都是必须的。这个骨骼需要稳定,并且拥有足够的控制能力与灵活性,让动画师能够使用它来讲述自己的故事。另外骨骼绑定师需要能够快速的做出改变。在本系列的教学中,Axel将会高效的阐述角色绑定的艺术,并且提供了一些产品级的代码工具。使用这些代码工具,Axel阐述了多用途的骨骼的好处。变形与控制层级的分离也在这里有用到,还用到了pose系统,从而能够灵活的返回绑定姿势,并且进行改变。他还讲到了保持关键链平面化的重要性,并且保持关节旋转零值化,其中还为大家介绍使用一些产品级的技巧来实现这一点。一旦关节被正确的设置了,他就开始为角色创建控制rig。接下来的阶段,涉及到的内容包括了脊椎拉伸的IK,还有胳膊与腿的IK与FK,还有脚的控制与脚的反向控制。一旦控制****部分完成了,Axel将通过为动画师制作曲线控制来结束本教学。

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A quality character rig is a must for any successful animation production. The rig must be stable, and have the controls and flexibility needed for an animator to tell their story. In addition the rigger must be able to make changes quickly. In this set of lectures, Axel will effectively demystify the \"art\" of character rigging as well as provide a production-like set of scripted tools to cg-ku.com work with. Using the provided scripted tools, Axel demonstrates the benefits of a multi-pose approach to skeleton setup. The separation of deformation and control hierarchies is also used and in conjunction with the pose system, provides the flexibility to easily go back to the bind pose and make changes. Through the process, he details the importance of keeping joint chains planar as well as keeping the joint rotations zeroed out, while showing you how to achieve this through a number of production tricks. Once the joints are all properly mapped, he cg-ku.com then moves on to creating the control rig for the character. The next phase involves setting up controls like stretchy IK for the spine, IK and FK with blending for arms and legs, and foot/reverse foot controls. Once the controls are created, Axel wraps things up by generating curve controls for the animators to quickly grab and work with.

教程详细章节目录:

Model Cleanup and Preparation

Mapping the Joints - Part 1 \"The Basics\"

Mapping the Joints - Part 2 \"Joint Orient\"

Mapping the Joints - Part 3 \"The Spine\"

Mapping the Joints - Part 4 \"Arms and Neck\"

The Control Rig - Part 1 \"Rig Pose Setup\"

The Control Rig - Part 2 \"Fine Tuning\"

The Control Rig - Part 3 \"Leg FK/IK Controls\"

The Control Rig - Part 4 \"Adding Foot Controls\"

The Control Rig - Part 5 \"Arm FK/IK Controls\"

The Control Rig - Part 6 \"Arm Pole Vector\"

The Spine - Part 1 \"Spine and Chest Controls\"

The Spine - Part 2 \"IK Setup\"

The Spine - Part 3 \"Stretchy IK\"

The Spine - Part 3 \"FK Layering\"

Hands - Part 1 \"Mapping the Joints of the Hand\"

Hands - Part 2 \"Creating Controls\"

Hands - Part 3 \"Hand IK Setup\"

Control Curves - Part 1 \"Creation and Shape Parenting\"

Control Curves - Part 2 \"Animation Controls Setup 1\"

Control Curves - Part 3 \"Animation Controls Setup 2\"

Rig Cleanup - Part 1 \"Rotation Orders and Space\"

Rig Cleanup - Part 2 \"Final Tweaks and Locking Down the Rig\"

作者简介:

Axel Stanley-Grossman

Senior Character TD at Insomniac Games

Axel is currently working as a Senior Technical Artist at SCEA Santa Monica Studio. He formerly served as a Senior Character TD at Insomniac Games, where he worked on Insomniac\'s first multi-platform title Overstrike. Axel has also contributed to the success of multiple PlayStation 3 titles, including: Ratchet and Clank: Tools of Destruction, Ratchet and Clank: A Crack in Time and both Resistance 2 and Resistance 3. Axel is an alumnus of the Gnomon School of Visual Effects and received his B.F.A. from Northern Arizona University.

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发布日期: 2012-7-13