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CG Academy | Intermediate Rigging 4:Facial Rigging Techniques(面部动画设置教学)中英文翻译服务

类别 视频教学介绍//
名称 CG Academy | Intermediate Rigging 4:Facial Rigging Techniques(面部动画设置教学)
编号 CG-351
软件版本
时间 3小时
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Paul Neale在他的这张CG Academy Intermediate Rigging vol.4 DVD教学中,使用了两种完全不同的方式来完成Ogre这个角色的面部动画骨骼设置,在本DVD的前半部分我们研究了眼部rig调节与直接控制的内容,接着学习只使用一个骨头控制颚部运动的MORPH系统中.在本DVD的第二部分我们研究了一个允许动画师做非常直观控制的单骨骼控制系统.在本教学的6小时里面,JAM深入的讲解了产业制作的方法,适合专业用户学习.

本DVD适合于那些熟悉基本的rigging操作的用户, 涉及的内容包括了IK,FK系统,表达式,代码编辑,反应器控制等等.本DVD与之前的同系列DVD的目标是将有基础知识的用户的技能提高到一个新的级别,让它们能创建产品级的角色rig.

In this final DVD in Paul Neale’s Intermediate Rigging Series, Paul looks at two completely different ways to setup the Ogre’s facial animation rig. In the first half of the DVD we look at the eye rigs dilation and directional controls, and then move on to a morph centric system that only uses a bone for jaw movement. In the second half of the DVD we look at a bone based system that allows for very fine an intuitive control over the Ogre’s features. A six hour plus DVD, jam packed with insights and a must buy for any budding or professional rigging TD.

This DVD is aimed at 3dsmax users that are familiar with the basics of rigging such as IK and FK systems, Expression, Script and Reactor Controllers and so on. The DVD along with the others in the series aims to take those fundamentals skills to the next level and to allow you to create production level character rigs that are flexible, easy to use and fast to work with.

Note: MAXScript skills are vital to get the most from this DVD. We recommend our MAXScript Fundamentals Set for those needing to learn these skills.


Chapter 01: Eye Rig: Main Model & Dilation
Paul starts by modelling the Eyeballs and setting up their dilation system.
第一章:眼部Rig:主体建模与扩张.
Paul从为眼球建模开始,设置了眼睛的扩张系统.

Chapter 02: Eye Rig: Directional Controls
With the eyes in place, Paul then sets up their directional control.
第二章:眼部rig:直接控制
将眼睛放到正确的位置以后,Paul接着为它们设置了直接控制.

Chapter 03: Head: Setup For Morphing
Paul discusses how the head should be setup for the morph based system, including dispelling an "urban myth" about using separate heads to save on memory.
第三章:头部Morphing设置
Paul在这里讨论了如何设置头部用于Morph系统, 其中还打破了"单独为头部设置Morph系统能减少内存"的神话.

Chapter 04: Blended Morph System
A start is made on setting up the morph based system, starting with the Ogre's jaw.
第四章:融合Morph系统
从设置Morph系统开始, 然后为巨人设置了颚部.

Chapter 05: Blended Or Muscle Based Morph
Paul shows how problems with intersections caused by the jaw can be counteracted with corrective morphs.
第五章:融合或者是基于肌肉的Morph.
Paul在这里介绍了使用矫正Morph解决颚部出现的交错问题.

Chapter 06: Creating The Facial UI
We write a script to create one of the facial UI elements and then use this to build the entire facial UI system.
第六章:创建面部控制UI.
paul在这里带领大家编写了一段代码来创建面部UI元素,并且使用它来创建整个的面部UI系统.

Chapter 07: Facial Rigging
Paul then rigs together a number of morph targets and the facial UI.
第七节:面部rigging
在这里Paul将一系列的Morph目标与面部控制UI添加到Rig系统中.

Chapter 08: Eyebrows: Scripting Reaction Manager
Using Reaction Controllers Paul shows how the eye brow morph shapes can be setup to create a natural roll from
the UI movements.
第八章:眉毛:在reaction Manager中编写代码
通过使用Reaction Controllers,Paul告诉大家如何使用多个眉毛Morph造型,在UI元素的控制下创建一个自然的眉毛卷动的效果.

Chapter 09: Storing Poses In Pen Attrib Holder
Paul completes this section by showing how the facial UI animation can be stored using his Pen Attribute Holder.
第九章:使用pen attrib holder保存姿势.
Paul通过介绍给大家如何使用pen attribute holder保存面部UI动画来完成这一部分内容的教学.

Chapter 10: Bone Based Facial System
In the second section we look at a totally different system based on bones. Paul explains the basis of the system here and shows how the bones have been setup.
第十章:基于骨骼的面部系统
在这第二部分的内容中, 我们将学习一个完全不同的基于骨骼的系统,Paul解释了这个系统的基础, 并且告诉大家如何设置这些骨骼.

Chapter 11: Skinning The Facial Bones
Then he moves on to show how the bones are skinned to the face.
第十一章:蒙皮与面部骨骼
他在这里介绍给大家如何将面部蒙皮到骨骼上

Chapter 12: Creating Control Objects
Paul shows how the control objects can be created and then rigged in to each set of bone controls.
第十二章:创建控制对象.
Paul介绍给大家如何创建控制对象, 并且将它们RIG到不同的骨骼控制中

Chapter 13: Mirroring Without Negative Scale
Once the control objects are working on the right side of the face we need to "mirror" them to the left side without using scale. 
第十三章:不使用反向缩放实现镜像
一旦在角色的右脸完成控制对象的设置,我们就不使用反向缩放将它们镜像到另外一边.

Chapter 14: Rigging Eyebrow And Lids
Paul shows how the Ogre's eyebrows and lids can be rigged using the same controls and bones.
第十四章:为眉毛与眼皮设置rig
Paul在这里演示给大家使用同样的控制与骨骼来为巨人的眉毛与眼皮设置RIG.

Chapter 15: Connecting The Jaw Bone
And now the jaw bone is added to the rig and set up with its own control object.
第十五章:连接颚骨
将颚骨添加到RIG中, 并且为它设置控制对象.

Chapter 16: Fine Level Controls
Now each bone nexus has its own fine level control added to give the animator total control over the Ogre's facial expression.
第十六章:精细级别控制
让每个骨头连接处都有精细级别的控制,方便动画师全面的控制巨人的面部表情




 
 
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