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Maya 四足动画设定[4CD]Digital Tutors:Rigging Quadrupeds in Maya
更新时间:2008-01-02
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Digital-Tutors最新出品四足动物角色-马的设定,搭建视频教学,教程内容时长达7小时之久,适用Maya版本:8.5或更高版本.适用于中高级专业人士

Rigging Quadrupeds in Maya

Learn time-saving rigging techniques and the principles of building solution-based rigs and controls for more efficient animating. Contains nearly 7 hours of project-based training. Perfect for intermediate artists.

高效快速地学习基本刚体的设定,搭建技术和原理,以便控制更多高效的动画效果.

Popular highlights include:

  • Constructing Effective Hierarchies
  • Broken Hierarchy Systems
  • Building Rig from Reference Skeleton
  • Building an FK Spline System
  • Incorporating MEL for Speed
  • Custom Shelf for Tools
  • Characters Sets
  • Sub-Character Sets
  • Set Driven Keys
  • IK Solvers for Proper Limb Functionality
  • Constraints
  • Advanced Hip Control
  • Painting Weights
  • Connection Editor
  • Reverse Lock System
  • Muscle Deformation with Influence Objects
  • Corrective Shapes for Mesh Deformations

    Lesson Outline:
     

    1. Introduction and project overview   2:56
    2. Setting up a Display Layer and a Custom Shelf 7:10
    3. Wrapping up the Custom Shelf 5:30
    4. Ironing out a solid naming convention 7:01
    5. The use of Groups for scene cleanliness and organization 10:34
    6. Beginning the construction of the skeleton 10:55
    7. Mirroring the Joint Chain of the left Pelvic Limb 5:02
    8. Building the Thoracic Limb Joint Chain 6:34
    9. Creating the bones for the upper body 7:27
    10. Examining the local Rotation Axis of the upper body Joint Chain 3:06
    11. Working on the ears 6:24
    12. Building the tail 2:46
    13. Bringing the rig together - the Pelvis 4:24
    14. Setting up the tail to help avoid Counter-Keying 4:35
    15. Finishing Joint Connections and cleaning up the scene 2:30
    16. Binding the horse 4:56
    17. Exploring wire frame coloring 5:27
    18. Using Maya's Paint Weights tool to edit influences 11:07
    19. Painting weights around the Thorax 10:55
    20. Working on completing the top of the Thoracic Limb 7:58
    21. The effectiveness of Maya's Component Editor for modifying weights 5:20
    22. Fixing the deformations of the left Fetlock 3:02
    23. Weighting the Pastern 4:00
    24. Finalizing the deformations of the Thoracic Limb 3:16
    25. Bringing our attention to the left Pelvic Limb 2:08
    26. Adjusting the Pelvic weights 4:38
    27. Working on the hip bone 4:05
    28. The Stifle Joint's influence 3:08
    29. Focusing on the Tarsal Joint 3:05
    30. Utilizing Corrective Blend Shapes 8:10
    31. Using Set Driven Keys to tie attributes together 2:54
    32. Weighting the Fetlock of the Pelvic Limb 5:09
    33. Finishing up the left Pelvic Limb 5:14
    34. Exploring Maya's time-saving Mirror Weights tool 5:21
    35. Starting the process of building Control Objects 5:33
    36. Setting up the Reverse Lock feature for the Phalangeal Joints 5:23
    37. Working on the connections of the Reverse Lock Joints 7:32
    38. Building the curves to control the horse's legs 7:38
    39. Continuing the work of the control curves 4:21
    40. Finishing the set up of the limb control curves 13:17
    41. Adding the Carpal and Tarsal controls 6:49
    42. Finishing the connections of the knee controls 6:43
    43. The Thoracic shoulder controls 7:49
    44. Creating the bones for the Spline FK back vertebrae 3:36
    45. Connecting the Spline IK 6:30
    46. Constraining clusters to the FK Driver Joint Chain 4:31
    47. Starting the controls for the back vertebrae 6:55
    48. Joining the upper body controls 2:58
    49. Adding the Broken Hierarchy System 6:56
    50. Setting up the hips 7:27
    51. Commencing with the Cervical rig 5:03
    52. Constraining the neck clusters to the Cervical Driver Chain 3:07
    53. Setting up control curves for the Cervix 3:27
    54. Continuing the set up of the control curves for the Cervix 8:27
    55. Adding custom attributes to control the base of the horse's neck 5:16
    56. Troubleshooting techniques 4:22
    57. Working on the head 4:29
    58. The ear controls 5:51
    59. Starting the tail rig 4:25
    60. Working on control curves to drive the tail 12:04
    61. Finishing the setup of the tail 3:12
    62. Adding a visible Global Control 8:53
    63. Cleaning up the display of the scene 3:34
    64. Character and sub-character sets 10:40
    65. A concept for the jaw control 15:35
    66. Establishing influence objects for muscle jiggle 13:01
    67. Using influence objects to get rid of unwanted deformations 7:55
    68. Conclusion 1:25
     

    Total Run Time:

    6:46:01
















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