![]() ![]() ![]() ![]() ![]() 本視頻教程是由3DMotive機構出品的Maya四足動物運動周期視頻教程,3DMotive Quadruped Run Cycle in Maya,時長:1小時19分,大小:1.2 GB,MP4高清視頻格式,教程使用軟件:Maya,作者:Thiago Vidotto,共6個章節,語言:英語。 在本課程中我們將動畫四足角色游戲從無到有,通過設置游戲速度的參考平面開始,然后用吸引人的形狀,可以在任何角度看封鎖所有的主要構成。之后,我們將與時間使這些姿勢放在正確的框架,并逐步將加在中間的同時不斷調整的時機。這將是一個漸進的精煉過程,我們繼續回去和第四的控制器,使他們有一個流體運動。我們也將與一些變化的速度,動態弧,遵循的思想,以及如何正確地解決重量的感覺。首先,我們將只在身體的核心,并讓它帶動所有的二次動畫,我們只會開始工作更接近課程結束。最后,我將展示一個快速的技巧,使動畫看起來更有機通過使用動畫層的某些部分的字符,我們將完成與一個現成的使用運行周期。 Maya參與制作的電影有:法國國寶級藝術家Jean Giraud,他原創的影片有《第五元素》、《異形》、《星戰》等,并參與制作了《沙丘魔堡》、《深淵》等經典科幻電影;導演Glenn Chaika,著名動畫片導演,曾在迪斯尼擔任《小美人魚》的動畫師,并執導《拇指仙童歷險記》、《花木蘭II》等影片;模型監制Wayne Kennedy是曾參與過《隱形人》、《星球大戰》、《龍卷風》、《黑衣人》、《木乃伊》的模型師;動畫監制Bob Koch和Kelvin Lee是擔任《 玩具總動員》、《精靈鼠小弟》等影片的資深動畫師;特效指導Manny Wong曾擔任《后天》的特效總監,并參與制作了《狂莽之災I》、《星河戰艦》、《巨蟒》、《魔女游戲》等影片。 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. |