该教程由经验丰富的动画师Jason Schleifer主讲,无论你刚开始学习角色装配设定(rig)还是已从事相关工作多年,这个系列都将适合,并能为你创建最有效用的角色动画提供解决方案。
创造优质变形在游戏领域是一个挑战,由于工具的限制和强大处理能力方面的局限性.这次大师班的教程将讨论如何能使游戏制作人取得令人信服的基于变形标准的工具设置,.重点将放在骨变形系统,以保持几何量和二次运行.
Autodesk? Maya? Techniques | Animator Friendly Rigging Part IIIA
Autodesk? Maya? Techniques | Animator Friendly Rigging is a four part series that will teach you to create animation rigs which solve problems, are fun to use, and don’t cause nervous breakdowns.
Created by experienced animator Jason Schleifer, this series is your solution to creating the most effective and usable animation rigs whether you are starting out or have been building rigs for years.
If you were to ask ten animators what they would want in an animation rig, you would most likely receive a varied list of feature requests: forward kinematics, stretchy limbs, splineIK back, FK/IK switching, no counter-animation, etc. Each of these feature requests is important for one reason: they solve a problem the animator is currently dealing with, but what do animators actually want? They want a rig that works, is easy to understand, and allows them to spend their time doing what they do best: animating.
Created for every level rigger, this course will teach you how to analyze a situation and come up with a solution that will solve the problem for the animator. You will learn to balance functionality, speed, and technique. In short, Autodesk Maya Techniques | Animator Friendly Rigging will provide you with a solid workflow and rules to follow to ensure a proper animation rig for almost any situation.

System Requirements
- Maya Complete 8.5, Maya Unlimited 8.5, or Maya Personal Learning Edition
- Apple? QuickTime? Player 7.1.3 or later
Learning Objectives
- Each section will include specifics on:
- Acquiring reference
- Analyzing reference
- Breaking apart the rig into appropriate segments
- Process for analyzing every control
- Isolate section of body and analyze it's motion
- Determine motion requirements
- Analyze possible control solutions
- Explore ideas
- Analyze animator interaction
- Weigh control vs. speed
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