
从头开始学习整个 3D 角色动画管道!建模、索具、动画、布料模拟、纹理、照明和渲染。
第 1 课
建模:块
在第一课中,我们将快速浏览必要的工具并使用标准图元为角色创建基础。我们将专注于角色的整体形状和轮廓。
建模:
块状 第 2 课
建模:头部拓扑
没有好的拓扑结构,很难创建好的装备并为其设置动画
我们将简化流程,将模型分解为关键区域,并在块状模型之上创建拓扑. 您将学习在多边形循环中思考,了解它们应该放置在哪里,以及它们为何如此重要。
建模:头部拓扑
显示较少的课程
第 3 课
建模:身体拓扑
在本课中,我们将介绍不同的建模方法。我们将了解不同拓扑的行为方式,以及如何解决您在实际项目中将面临的一些拓扑问题。结果,您将获得最终的角色模型。
建模:身体拓扑
第 4课 索具:关节。皮肤。权重
要为角色设置动画,我们需要构建一个骨骼,将角色模型附加到该骨骼上。您将学习如何创建关节以及如何使用权重绘制和蒙皮变形器将几何体的不同部分正确绑定到不同的关节。
索具:关节。皮肤。重量
第 5课 索具:控制器。特浓咖啡。IK/FK
为了简化动画过程,我们将向您展示如何使用 Xpresso 创建复杂的依赖项。它将允许您使用自定义控制器控制关节。我们还将学习如何从头开始构建 IK/FK 切换系统
索具:控制器。特浓咖啡。IK/FK
第 6课索具:控制器。前臂扭转。Bendy Bones
在本课中,我们将继续构建自定义装备。它包含许多关于约束、Xpresso 等的提示和技巧。您将学习如何解决“前臂扭曲”问题以及创建“弯曲骨骼”系统的方法之一。
索具:控制器。前臂扭转。Bendy Bones
第 7课索具:面部索具。姿势变形
您已经知道如何将几何体绑定到关节,并对它如何简化动画过程有了基本的了解。在本课中,您将学习一些不同的技术来绑定面部特征(例如姿势变形)以及如何使它们与蒙皮变形器一起使用。
索具:面索具。姿势变形
第 8课
动画:步行周期。关键帧。曲线
钻机终于完成了!现在您已准备好让角色栩栩如生。您将学习使用您的装备在 Cinema 4D 中制作步行循环动画的基本方法。
动画:步行周期。关键帧。曲线
第 9课动画:万向节锁定。轮换顺序。“Knee Popping”修复
我们将深入探讨您在实际项目中将面临的一些常见陷阱和不明显的问题,以及如何修复它们,例如“Gimbal Lock”和“IK Knee Popping”。我们将完成步行循环动画并制作一个完美的循环
动画:万向节锁。轮换顺序。“爆膝”修复
第 10课布料模拟
许多运动设计师害怕模拟,因为它太复杂,
但事实是它比看起来简单得多。布料模拟将使您的动画更加逼真和复杂。一旦你钉上它,你就会在任何地方使用它。
布料模拟
第 11课组装。阴影。灯光。渲染
你制作了很多复杂的技术东西,是时候组装整个场景并让它变得漂亮了!您将学习如何设置照明、根据物理属性调整材料。此外,您还将获得许多有关项目优化、参数化材质、体积渲染等方面的提示。
Motion Design School – 3D Generalist
Info:
Learn the entire 3D character animation pipeline from scratch! Modeling, Rigging, Animation, Cloth Simulation, Texturing, Lighting, and Rendering.
LESSON #1
Modeling: Blocking
In the first lesson, we will quickly go over the necessary tools and create a base for the character using standard primitives. We will concentrate on the overall shape and silhouette of the character.
Modeling: Blocking
LESSON #2
Modeling: Head Topology
It is difficult to create a good rig and animate it, without a good topology
We will simplify the process, breaking down the model into key areas, and create a topology on top of the blocking model. You will learn to think in polygon loops, understand where they should be placed, and why they’re so important.
Modeling: Head Topology
Show Less Curriculum
LESSON #3
Modeling: Body Topology
In this lesson, we’ll cover different modeling methods. We’ll see how different topology behaves, how to solve some of the topology issues that you’ll face in real-world projects. As a result, you will get the final character model.
Modeling: Body Topology
LESSON #4
Rigging: Joints. Skin. Weights
To animate the character, we need to build a skeleton to which we will attach the character model. You will learn how to create joints and how to properly bind different parts of the geometry to different joints using weight painting and skin deformer.
Rigging: Joints. Skin. Weights
LESSON #5
Rigging: Controllers. Xpresso. IK/FK
To simplify the animation process we’ll show you how to create complex dependencies using Xpresso. It will allow you to control the joints using custom controllers. We’ll also learn how to build IK/FK switch system from scratch
Rigging: Controllers. Xpresso. IK/FK
LESSON #6
Rigging: Controllers. Forearm Twist. Bendy Bones
In this lesson, we’ll continue to build a custom rig. It contains a lot of tips and tricks about constraints, Xpresso, etc. You will learn how to fix the “forearm twist” problem and one of the methods to create a “Bendy bones” system.
Rigging: Controllers. Forearm Twist. Bendy Bones
LESSON #7
Rigging: Face Rig. Pose Morphs
You already know how to bind geometry to joints and have a basic idea of how it simplifies the animation process. In this lesson, you will learn some different technics to rig face features such as pose morphs and how to make them work together with the skin deformer.
Rigging: Face Rig. Pose Morphs
LESSON #8
Animation: Walk Cycle. Key Frames. Curves
The rig is finally done! Now you are ready to bring the character to life. You will learn the basic approach to animate a walk cycle in Cinema 4D using your rig.
Animation: Walk Cycle. Key Frames. Curves
LESSON #9
Animation: Gimbal Lock. Rotation Order. “Knee Popping” fix
We’ll dive deep into some of the common pitfalls and not obvious problems that you’ll face in real-world projects and how to fix them such as “Gimbal Lock” and “IK Knee Popping”. We’ll finalize the walk cycle animation and make a perfect loop
Animation: Gimbal Lock. Rotation Order. “Knee Popping” fix
LESSON #10
Cloth Simulation
Many of the motion designers are afraid of simulations because it is too complex,
But the truth is that it’s much simpler than it seems. The cloth simulation will bring your animations to a new level of realism and complexity. Once you nail it, you will use it everywhere.
Cloth Simulation
LESSON #11
Assembling. Shading. Lighting. Render
You made a lot of complex technical stuff and it’s time to assemble the whole scene and make it beautiful! You will learn how to set up lighting, tune materials based on physical properties. Also, you’ll get a lot of tips about project optimizations, parametric materials, volumetric rendering, and much more.
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