商品編號 :DVX205-1
商品名稱 :Maya 四足獸動畫設定
所屬類別 :設計素材圖庫系列
類別系列1:3D CAD素材
類別系列2:視頻教學:3D CAD 人體漫畫素描
商品關鍵字:Maya角色動畫教程 人物角色創建 卡通車模視 素描藝術 Maya燈光渲染 人體素描 四足獸動畫
商品價格 :150
商品內容介紹 :

XYZ軟體套裝王 http://xyz31.net

Digital Tutors Rigging Quadrupeds in Maya (Maya 四足獸動畫設定):
Digital-Tutors最新出品四足動物角色-馬的設定,搭建視頻教學,教程內容時長達7小時之久,適用Maya版本:8.5或更高版本.適用于中高級專業人士
Rigging Quadrupeds in Maya
Learn time-saving rigging techniques and the principles of building solution-based rigs and controls for more efficient animating. Contains nearly 7 hours of project-based training. Perfect for intermediate artists.
高效快速地學習基本剛體的設定,搭建技術和原理,以便控制更多高效的動畫效果.
Popular highlights include:
Constructing Effective Hierarchies
Broken Hierarchy Systems
Building Rig from Reference Skeleton
Building an FK Spline System
Incorporating MEL for Speed
Custom Shelf for Tools
Characters Sets
Sub-Character Sets
Set Driven Keys
IK Solvers for Proper Limb Functionality
Constraints
Advanced Hip Control
Painting Weights
Connection Editor
Reverse Lock System
Muscle Deformation with Influence Objects
Corrective Shapes for Mesh Deformations

Lesson Outline:
1. Introduction and project overview?? 2:56
2. Setting up a Display Layer and a Custom Shelf 7:10
3. Wrapping up the Custom Shelf 5:30
4. Ironing out a solid naming convention 7:01
5. The use of Groups for scene cleanliness and organization 10:34
6. Beginning the construction of the skeleton 10:55
7. Mirroring the Joint Chain of the left Pelvic Limb 5:02
8. Building the Thoracic Limb Joint Chain 6:34
9. Creating the bones for the upper body 7:27
10. Examining the local Rotation Axis of the upper body Joint Chain 3:06
11. Working on the ears 6:24
12. Building the tail 2:46
13. Bringing the rig together - the Pelvis 4:24
14. Setting up the tail to help avoid Counter-Keying 4:35
15. Finishing Joint Connections and cleaning up the scene 2:30
16. Binding the horse 4:56
17. Exploring wire frame coloring 5:27
18. Using Maya,s Paint Weights tool to edit influences 11:07
19. Painting weights around the Thorax 10:55
20. Working on completing the top of the Thoracic Limb 7:58
21. The effectiveness of Maya,s Component Editor for modifying weights 5:20
22. Fixing the deformations of the left Fetlock 3:02
23. Weighting the Pastern 4:00
24. Finalizing the deformations of the Thoracic Limb 3:16
25. Bringing our attention to the left Pelvic Limb 2:08
26. Adjusting the Pelvic weights 4:38
27. Working on the hip bone 4:05
28. The Stifle Joint,s influence 3:08
29. Focusing on the Tarsal Joint 3:05
30. Utilizing Corrective Blend Shapes 8:10
31. Using Set Driven Keys to tie attributes together 2:54
32. Weighting the Fetlock of the Pelvic Limb 5:09
33. Finishing up the left Pelvic Limb 5:14
34. Exploring Maya,s time-saving Mirror Weights tool 5:21
35. Starting the process of building Control Objects 5:33
36. Setting up the Reverse Lock feature for the Phalangeal Joints 5:23
37. Working on the connections of the Reverse Lock Joints 7:32
38. Building the curves to control the horse,s legs 7:38
39. Continuing the work of the control curves 4:21
40. Finishing the set up of the limb control curves 13:17
41. Adding the Carpal and Tarsal controls 6:49
42. Finishing the connections of the knee controls 6:43
43. The Thoracic shoulder controls 7:49
44. Creating the bones for the Spline FK back vertebrae 3:36
45. Connecting the Spline IK 6:30
46. Constraining clusters to the FK Driver Joint Chain 4:31
47. Starting the controls for the back vertebrae 6:55
48. Joining the upper body controls 2:58
49. Adding the Broken Hierarchy System 6:56
50. Setting up the hips 7:27
51. Commencing with the Cervical rig 5:03
52. Constraining the neck clusters to the Cervical Driver Chain 3:07
53. Setting up control curves for the Cervix 3:27
54. Continuing the set up of the control curves for the Cervix 8:27
55. Adding custom attributes to control the base of the horse,s neck 5:16
56. Troubleshooting techniques 4:22
57. Working on the head 4:29
58. The ear controls 5:51
59. Starting the tail rig 4:25
60. Working on control curves to drive the tail 12:04
61. Finishing the setup of the tail 3:12
62. Adding a visible Global Control 8:53
63. Cleaning up the display of the scene 3:34
64. Character and sub-character sets 10:40
65. A concept for the jaw control 15:35
66. Establishing influence objects for muscle jiggle 13:01
67. Using influence objects to get rid of unwanted deformations 7:55
68. Conclusion 1:25

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