Creature Rigging for Production

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角色装配是一个从角色设计确定的那一刻开始的过程。为了充分利用角色,建模师、装配师和动画师(只要有可能)之间需要进行大量交流。本教程首先使用 Ben Erdt 的教程“用于生产的生物建模”中的基本块 ZBrush 文件开始生成骨架。该装备由几个组件组成,按四肢划分,目的是在建模者完成创建干净的拓扑结构之前创建一个功能齐全的身体装备。这些组件使用 IK、FK 和 Spline-IK 系统,并在必要时进行混合。共享一些 python 代码以加快其中一些工作流程。不属于原始 Maya 工具集的工具将用于创建控件并帮助蒙皮基本块网格。然后这将成为最终网格中使用的基础信息,第二阶段的绑定开始:在角色上添加额外的细节控制。最终结果包含一个易于动画师使用并且可以直接在游戏引擎中使用的装备。

Perry Leijten | Duration: 7:40 h | Video: H264 1920×1080 | Audio: AAC 44,1 kHz 2ch | 6,41 GB | Language: English

Character rigging is a process that starts the moment the design of a character is established. To get the most out of a character it involves a lot of communication between the modeler, the rigger and, whenever possible, the animator. This tutorial begins by working with the basic blockout ZBrush file from Ben Erdt’s tutorial “Creature Modeling for Production” to start generating the skeleton. The rig is set up in several components, divided by the limbs, and aims to create a fully functional body rig before the modeler is done creating a clean topology. The components make use of IK, FK and Spline-IK systems with blending where necessary. Some python code is shared to speed up some of these workflows. Tools that are not part of the original Maya tool-set will be used to create controls and help out with skinning the basic blockout mesh. This will then become the base information used in the final mesh, where a second phase of rigging starts: adding the extra detail controls on the character. The end-result contains a rig that is easy to use for an animator and which can be directly used in a game engine.

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