- 1、本文档共46页,可阅读全部内容。
- 2、原创力文档(book118)网站文档一经付费(服务费),不意味着购买了该文档的版权,仅供个人/单位学习、研究之用,不得用于商业用途,未经授权,严禁复制、发行、汇编、翻译或者网络传播等,侵权必究。
- 3、本站所有内容均由合作方或网友上传,本站不对文档的完整性、权威性及其观点立场正确性做任何保证或承诺!文档内容仅供研究参考,付费前请自行鉴别。如您付费,意味着您自己接受本站规则且自行承担风险,本站不退款、不进行额外附加服务;查看《如何避免下载的几个坑》。如果您已付费下载过本站文档,您可以点击 这里二次下载。
- 4、如文档侵犯商业秘密、侵犯著作权、侵犯人身权等,请点击“版权申诉”(推荐),也可以打举报电话:400-050-0827(电话支持时间:9:00-18:30)。
- 5、该文档为VIP文档,如果想要下载,成为VIP会员后,下载免费。
- 6、成为VIP后,下载本文档将扣除1次下载权益。下载后,不支持退款、换文档。如有疑问请联系我们。
- 7、成为VIP后,您将拥有八大权益,权益包括:VIP文档下载权益、阅读免打扰、文档格式转换、高级专利检索、专属身份标志、高级客服、多端互通、版权登记。
- 8、VIP文档为合作方或网友上传,每下载1次, 网站将根据用户上传文档的质量评分、类型等,对文档贡献者给予高额补贴、流量扶持。如果你也想贡献VIP文档。上传文档
查看更多
Rigging for Realistic Movement绑定角色动画
Your zombie is looking great, but if you were to put it into Unity now, you would not be able to animate it. Animation is the last step in creating a believable character as well as one of the most complex parts of the 3D art process. To animate your zombie, you will need to rig it with an armature. In this chapter, you will explore the rigging process by building your own rig, linking it to the zombie, and weight-painting the zombie so it moves properly.
你的僵尸看起来很好,但现在还不能够导入到Unity,它还没有动作。动画是3D软件创建角色的最后最复杂的一步。要制作僵尸的动画,你将需要使用一个骨架来绑定它。在本章,你将研究绑定的过程来建立你自己的绑定装置连接到僵尸,然后绘制权重使它们它更适合动画。
This chapter covers the following topics: 本章包含以下内容:
■ ■ Understanding rigging 了解绑定
■ ■ Creating a simple armature 创建一个简单的骨架
■ ■ Finishing the armature with constraints 使用约束完成骨架
■ ■ Linking the armature and zombie 连接骨架和僵尸
Understanding Rigging 了解绑定
Now that you’ve created your color map in a digital painting program, you can return to Blender and begin to rig your zombie. Rigging is the process of building an armature and linking it to a mesh. An armature acts much like the wire skeletons of claymation characters—the audience sees the clay outside, but the animator is actually moving and posing a metal armature inside the clay. Working with armatures is an integral part of turning a character mesh into an interactive game asset, because it allows characters to move and pose realistically (Figure?7.1).
现在你已经在绘画软件创建了你的颜色贴图,你可以返回到Blender开始绑定你的僵尸。绑定是创建一个骨架然后连接到网格的过程。骨架的作用很像观众在外面看到的粘土动画的角色的金属支架,粘土动画实际上是移动和改变粘土里面的金属支架的姿势。使用骨架工作是将一个角色的网格转换成交互的游戏角色,因为它允许角色移动和摆出真实的姿势。
Figure?7.1 Rigging allows you to pose characters in any way you wish.
Whereas Chapter 5, “Sculpting for Normal Maps,” and Chapter 6, “Digital Painting Color Maps,” dealt with work similar to more traditional art, this chapter once again enters the realm of technical art. Indeed, creating a rig is perhaps one of the most technical parts of the 3D asset cr
文档评论(0)