三维动画制作流程详解(Detailed description of 3D animation process).docVIP

三维动画制作流程详解(Detailed description of 3D animation process).doc

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三维动画制作流程详解(Detailed description of 3D animation process)

三维动画制作流程详解(Detailed description of 3D animation process) Note that in fact the triangular face and four edge is not absolute, the most important thing is to have to line model and The vertical deformation direction as far as possible, so that it is easy to deformation. In the tutorial I just said to avoid the triangle, the main In order to normative model, modern modeling for triangular and quadrilateral surface requires more and more loose, do not need to Absolutely avoid. But the model of deformation part must not appear more than four edges of the face, because they The deformation effect is not good, as long as the attention to these aspects on the line. Maya has a command is a triangle four angle surface. Polygons Mesh the following Quadrangulate Max model Maya model method and solve triangle problems Open the max (I use 3D Max 8) In the max model Then select the File menu under the Export command (export) Select the obj format in the preservation of type Then a dialog box appears note (Faces:polygons) polygons is guaranteed into the Maya model is the key of the quadrilateral, other options default to 4 Complete the export model Open the Maya and then open the window menu under _settings/preferences plug-in Managar the obj option right. Now you can directly open the obj file. ) Just in the max derived model can directly open the open in Maya (not the introduction of Oh!) Maya is a software. Maya UV is mainly through UV to identify the model corresponding to the location, drawing a map for. So before the exhibition UV painting map is a necessary process. The animation process is generally the 1: first two character set, 2: model group model is established according to the three dimensional view group. 3: after the building of the model, the model for material group for texturing, at the same time with the same group binding model binding (bound for key animation settings, such as rotation, eye control arm twisting), good binding documents to the animation group

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