Learn To Animate A Quadruped Run Cycle In Maya For Games

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在本课程中,我们将从头开始为视频游戏制作四足运行周期的动画。我们将首先为游戏中的速度设置参考平面,然后用可以从任何视角读取的吸引人的形状来阻挡所有主要姿势。从那里开始,我们将开始使用时间来使这些姿势适合正确的帧,并且是渐进的。

然后,随着我们继续调整时间,我们将添加中间部分。这将是一个渐进的细化过程,我们将在动画控制器之间移动很多,因为我们细化了动作。我们还将处理速度、动态弧线、跟进以及如何纠正角色的重量感的一些变化。在最后的抛光阶段,我们将开始处理身体的核心部分,并在我们开始编辑和调整次要元素的运动时对其进行编辑。

总结一下,我们将介绍一个快速技巧,通过在角色的某些部分使用动画层,使动画看起来更自然。(学生 – 请查看第 1 节/第 1 课的下载以获取与课程相关的源文件.)

有关讲师的更多信息:Thiago是一位自由职业者艺术家,目前是法国巴黎的动画师。他毕业于圣保罗大学,获得建筑师和城市规划学位,并就读于动画导师。近年来,他参与了各种项目,包括与 Brain Corps Entertainment、Ossian 工作室、Swordtales 和 Dota2 工作室的一些项目。

Last updated 9/2016
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 1.95 GB | Duration: 2h 21m

Understand how to effectively setup and animate a 4-legged animal!

What you’ll learn
Setup references for your animation
Blockin and frame poses
Edit animation curves
Build and polish animations
Understand animation timing
Requirements
Autodesk’s Maya
Description
In this course, we will be animating a quadruped run cycle for a video game from scratch. We will start 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 from any angle of view. From there, we will start to work with the timing to make those poses fit on the correct frames, and progressive.

We will then add in-betweens as we continue to adjust the timing. It is going to be a progressive refining process, and we will be moving around a lot between the animation controllers as we refine the motion. We will also work with some variation in speed, dynamic arcs, follow through, and how to correct address the feeling of weight for the character. During this final polish stages, we will begin working on the core of the body, and edit that as we begin to edit and tweak the motion of the secondary elements.

To wrap things up, we will be covering a quick trick to make the animation look more organic by using animation layers on certain parts of the character.(Students – please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)

More about the Instructor:Thiago is a freelance character artist an animator currently located in Paris, France. He graduated from the University of Sao Paulo with a degree in Architect and Urban Planning, and also attended Animation Mentor. He has worked on various projects in recent years including some with Brain Corps Entertainment, Ossian studios, Swordtales, and the Dota2 Workshop.

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