The main character is a digital skeleton bound to a 3D mesh-like skeleton true. The car is built on joints and bones. Which serves as a "deal" which can bend into a position that requires reading below our video works print 3D? span style / 10 characters drilling from simple and elegant staggeringly complex setting. the simple basics The rest can be built in a few hours, while fully Rig Division for the movie may take days or weeks before a character with Pixar Animation level , we plan to work with teaching the basics in the next month. some But at the same time It's a good idea to. At least familiar with some of the key concepts. : the skeleton : The position of the skeleton It may be the easiest part of the process. For the most part, the joints should be placed exactly where they are in real skeleton. With one or two exceptions join hierarchy: to make it work properly, bones and joints have to follow a logical hierarchy. When setting up the skeleton of the character for the first time together. You place a common root. All come together to be connected directly to the roots. Or indirectly through other joints. Moving forward : Forward (FK) is one of two basic ways to calculate the movement of rigged a letter together when FK clothing, any share that can affect the bone at the bottom of the order. floor together as The rotation of the character that changes the position of the shoulder, elbow, wrist and hand movements. The forward movement of artists always want to set the rotation and position of each individual to achieve the required combination caused animators to work together as a system root → keyboard - key - name: spine. → keyboard - key - name shoulders → keyboard - key - name elbow → keyboard - key - name, etc. The final position of each item (like a knuckle) is calculated as a function of the angle of the joints above it all. In order inverse kinematics: - Clothes are the reverse process from moving forward. And is often used as an effective solution for the clothes of the character with your arms and legs rig, cancel direct placement by animators. While the above in the hierarchy is automatically interrupted by software movement, I would be most appropriate. Calls for the cancellation of the joint is very definitely a & $ 151; Characters climb stairs A good example Because of the character and feet can be placed directly on the ladder rungs over Animator it to alter the position of the joints of the movement that I use to make the process far more efficient disadvantages. I use animation software. It is usually quite a bit of clean up work to do in order to finish the shoot degrees of freedom / conditions: on clothes, keep in mind that the joints such as elbows and knees limit the degree of freedom in the real world. Meaning they can only bend along one axis. The human neck can not rotate a full 360 degrees to help prevent the realistic animation, it's a good idea to set limits together when you're building your rig. We will also continue to teach squash and stretch: Another consideration that must be made is whether it will support the squash and stretch, or whether the characters are limited to the realistic movement squash. Beach and stretching is key in creating a comic exaggeration. But often do not like being in a film / VFX realistic if you want to use. To maintain realism It's important to set limits in order to lock the position of each joint in relation to the rest of the device. . clothes page : Baby massage is usually a combination of characters. Split from the main movement control. It is incredibly difficult and satisfying to the surface using a joint / bone structure, so Morph Target (or a combination of shapes) are often seen as a more effective solution. Page Clothing is a topic in and of itself, so look out for articles explore topics in depth.
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