本课程由视觉特效总监查尔斯·乔林 (Charles Chorein) 授课,全面指导您如何使用动作捕捉数据和 VFX308 课程中的各种素材创建和制作人群场景动画。课程从获取 Mixamo 数据库中的模型和动作捕捉数据开始,您将在 Maya 中创建和优化素材,然后将这些素材导入 Houdini 并进行设置。课程内容涵盖动作捕捉数据的应用、添加刀剑盾牌等道具,以及如何在单个角色中管理所有元素。
你将学习如何将地形融入场景,进行骨骼绑定调整,并在场景中添加各种不同的角色。本课程还将深入探讨如何使用 DOPnet 模拟角色碰撞和交互,并介绍如何根据不同的触发器为动画添加变化,从而确保场景的动态性和真实感。
查尔斯·乔林是一位在伦敦工作的 CG 总监,拥有 15 年的从业经验。他自 2009 年起在伦敦工作,参与制作了多部电影,包括《霍比特人》、《普罗米修斯》、《饥饿游戏 2》、《超人:钢铁之躯》、《哈利·波特 7》、《加勒比海盗 4》和《神偷奶爸》。近年来,他主要从事电视剧的制作,并刚刚完成了 Netflix 剧集《黑暗水晶》的 CG 制作。
第一类:初始设置
Mixamo 数据库帮助我们获取模型和动作捕捉库作为起点。我们在 Maya 中创建资源,然后使用 Houdini 的 Agent 节点导入资源并应用动作捕捉,从而搭建人群模型。最后,我们在 Maya 中为模型添加盾牌和剑等配件,然后再将资源导入 Houdini。
第二类:动作捕捉和跑步周期
我们应用初始动作捕捉数据,并在跑步循环中引入更多变化。接下来,我们将剑和盾牌整合到跑步智能体中。最后,我们探讨如何在单个智能体中管理所有资产。
三年级
现在是时候将 VFX308 布局中的地面效果整合到模型中,以便在真实环境下评估我们的特工。此外,我们还会进行绑定,并根据我们特定模型的实际情况调整地形。
第四课:填充场景
接下来,我们在资产中填充数百个代理,在动画、道具、代理大小和速度方面引入变化和随机性。
第五类:碰撞与交互
我们使用 DOPnet 来模拟和生成智能体之间的碰撞,从而实现与各种地形等元素的交互。由于设置需要进行一些调整,因此我们需要评估之前的配置。
第六课:增加更多变化
我们整合了各种“死亡”动作捕捉数据,并根据时间、VEX 表达式或粒子速度等因素引入变化。我们调整这些属性,以便根据特定的动作触发器触发不同的动作捕捉动画。

Duration 2h 9m Project Files Included MP4
Title: FXPHD – HOU234 – Crowds in Houdini
Info:
This course, taught by VFX supervisor Charles Chorein, provides a comprehensive guide to creating and animating a crowd scene using motion capture data and various assets from our VFX308 course. Starting with the acquisition of models and motion capture from the Mixamo database, you will create and enhance assets in Maya, then import and set up these assets in Houdini. The course covers the application of motion capture data, adding props like swords and shields, and managing all elements within a single agent.
You will learn to incorporate the terrain, perform rigging adjustments, and populate your scene with varied agents. The course also delves into simulating agent collisions and interactions using DOPnet and introduces techniques to add variation in animations based on different triggers, ensuring a dynamic and realistic crowd scene.
Charles Chorein is a CG supervisor in London with 15 years of experience. He has been working in London since 2009 and has achieved various movies such as The Hobbit, Prometheus, The Hunger Games 2, Superman: Man of Steel, Harry Potter 7, Pirates of the Caribbean 4 and DespicableMe. He has more recently been working on TV shows and recently finished Dark Crystal for Netflix.
Class 1: Initial setup
The Mixamo database assists us in obtaining a model and motion capture library as a starting point. We create our assets in Maya and then use Houdini to initiate our crowd setup using the Agent node to import our assets and apply the motion capture. Finally, we enhance our model in Maya by adding shields and swords before transferring the asset to Houdini.
Class 2: Motion capture and run cycle
We apply our initial motion capture data and introduce additional variations in the run cycle. Next, we incorporate the swords and shields into our running agent. Finally, we explore how to manage all assets within a single agent.
Class 3
Now it’s time to to incorporate the ground from the VFX308 layout to assess our agent under realistic conditions. Additionally, we perform rigging and make terrain adjustments tailored to our specific model.
Class 4: Populating the scene
Next, we populate our asset with hundreds of agents, introducing variation and randomness in animation, props, agent size, and speed.
Class 5: Collision and interaction
We use a DOPnet to simulate and generate collisions among agents, allowing interaction with elements like diverse terrain. The setup necessitates a few adjustments, so we need to evaluate our previous configuration.
Class 6: Adding more variation
Incorporating various “dying” motion capture data to introduce variation based on factors such as Time, VEXpression, or Particle Speed. We adjust properties to enable the triggering of different motion capture animations based on specific action triggers.
原创文章,作者:steven,如若转载,请注明出处:https://rr3d.cn/55484.html