
四足动物有多种类型,它们都有自己独特的需求,但在本模块中,我们将装配一个犬类角色,其中涵盖了装配四足动物的许多独特问题。其中一些问题包括如何处理后腿和为背部设置样条 ik。
在第一个模块中,我们将分析我们试图解决的问题。我们将首先讨论我们将在整个模块中使用的一些基本装配过程,然后讨论我们将如何布置关节。最后,我们将我们的网格绑定到关节并开始蒙皮。在第二个模块中,我们将使用诸如绘制权重工具、修剪小权重功能和组件编辑器等工具来完成为角色设置皮肤的过程。在第三个模块中,我们开始构建控制装置来驱动我们的绑定关节,专注于尾部的简单 FK 控制结构,然后处理后狗腿在我们的第四个也是最后一个模块中,我们将完成装备,完成前腿以及脊柱和头部/颈部区域。
(学生 – 请根据第1节 /第1节下载与课程相关的源文件。)
有关教师的更多信息。
查德·罗伯特·摩根 (Chad Robert Morgan) 在美国海军巡回演出后开始了他的电脑游戏和动画电影职业生涯,并利用他退伍军人的福利就读于北加州的索诺玛州立大学。他在该行业的第一份工作是在卢卡萨尔(Lucasarts),在那里他被介绍给玛雅(Maya),并受到业内一些最好的人的指导。从那里开始,他在 ReelFX 工作了一段时间,然后回到加利福尼亚并加入了 The Collective,后者最终成为了 Double Helix,并制作了《寂静岭:归乡》、《大步走》和《杀手本能》等游戏。Chad 为 Autodesk 教授了几门 Maya 大师班,并在 3DWorld 杂志上发表了一篇文章。Chad 现在经营着自己的初创公司 Spectral Ink Productions,并为 WhiteMoon Dreams 和 UCI 等客户工作。
Everything you need to know to understand rigging a complex, 4-legged character for games!
Last updated 9/2016
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 2.22 GB | Duration: 6h 34m
What you’ll learn
Create IK/FK rig systems in Maya
Understand rigging Spline IK systems
Learn to deal with the unique challenges of rigging a quadruped character or creature
Requirements
Autodesk’s Maya
Description
Quadrupeds come in various types, and they all have their own unique needs, but in this module we will rig a canine character which covers many of the unique problems in rigging a quadruped. Some of these problems include how to deal with the back leg and setting up a spline ik for the back.
In the first module we will analyze the problem we are attempting to solve. We will start with talking about some basic rigging processes we will use throughout the modules, and then discuss how we will lay out our joints. At the end, we will bind our mesh to the joints and begin skinning. In the second module we will go through the process of skinning our character using tools such as the Paint Weights Tool, the Prune Small Weights function, and the Component Editor. In the third module, we start building the control rig to drive our bind joints, focusing on a simple FK control structure for the tail, and then working on the back dog leg In our fourth and final module, we will finish the rig, completing the front leg as well as the spine and the head/neck area. We will also illustrate how we can deal with some of the quirks we stumble over in Maya and how to overcome and troubleshoot your rig.
(Students – please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor
Chad Robert Morgan started his career in computer games and animated film after his tour in the US Navy and using his veteran’s benefits to attend Sonoma State University in northern California. His first job in the industry was at LucasArts – where he was introduced to Maya and mentored by some of the best people in the industry. From there he spent some time working at ReelFX before moving back to California and joining The Collective, which eventually became Double Helix and worked on such titles as Silent Hill : Homecoming, Strider, and Killer Instinct. Chad has taught several Maya Master Classes for Autodesk and has an article published in 3DWorld magazine. Chad now runs his own fledgling company, Spectral Ink Productions, and works for clients such as WhiteMoon Dreams and UCI.
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