
在本课程中,我们将构建一个基本的人形模型。该装备旨在与 Unity 等游戏引擎兼容,并应与许多常见的动作捕捉库一起使用。
我们将开始创建一个可以为多个角色摆姿势的可重构骨架。这个骨架也将有三个不同的脊椎,这将允许我们检查。这些将包括两个弯曲的骨架,一个有四个骨骼,以与 Unity 人形装备兼容。其他骨骼有更多的骨头,可以让我们比较使用弯曲或直刺的陷阱。
我们将创建一个自定义重定向关节节点,这将使我们能够为所有关节提供一致的方向。
对于装备,我们将寻求实施 IK 和 FK 控制。对于 IK 控件,我们将同时拥有全局和局部控件。我们将实施多种方法来融合全局控制和本地控制。
我们将使用线性和四元数插值选项创建脊柱旋转的自定义。
对于手臂,我们将创建一个根据手臂位置移动的动态骨架。手将具有我们可以混合的预设姿势。
我们将构建一个导出管道,其中包含“细节级别”选项以及导出角色和动画。
本课程适用于
中级 Houdini 用户。
独立游戏开发人员对使用 houdini 进行绑定很感兴趣。
Genre: eLearning | MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 20.2 GB | Duration: 24h 7m
Building a humanoig game rig with kineFX.
What you’ll learn
We will create a basic humanoid rig in houdini.
Requirements
Students will need a basic understanding of the houdini interface.
Basic knowledge of VEX syntax.
Basic knwoledge of vecetor mathematics (Addition, Subtraction and Cross Products )
Basic knowledge of matrix Mathematicx
Description
In this course we will build a basic humanoid rig. This rig is designed to be compatible with game engines like Unity and should work with a lot of common motion capture libraries.
We will start be creating a reconfigurable skeleton that can be posed for multiple characters. This skeleton will also have three different spines this will allow us to examine. These will include two curved skeletons, one with four bones to be compatible with the Unity humanoid rig. The others skeletons are have more bones and will allow us to compare to pitfalls of using curved or straight spines.
We will create a custom reorient joints node that will allow us to have consistent orientations for all the joints.
For the rig we will be looking to implement IK and FK Controls. For the IK controls we will have both global and local controls. And we will be implementing number of methods to blend between global and local controls.
We will be creating a custom for the spine rotations with options for both linear and quaternion interpolation.
For the arms we will be creating a dynamic skeleton that moves based of the position of the arm. The Hand will have preset poses that we can blend between.
We will be building an export pipeline with options for ‘level of detail’ and exporting characters and animation.
Who this course is for
Intermediate Houdini users.
Indie game developers intersted in rigging with houdini.
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