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ISBN:9780321375728

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简介

Summary: Publisher Summary 1 3ds Max is a leader in 3D animation for game development, design visualization, and visual effects and enables users to outperform the competition when it comes to high-volume visual effects production. From 3D storyboards and digital matte paintings to realistic digital environments, believable characters, and impressive crowds, this all-in-one software is professional and fast! The powerful Biped module in 3ds Max 8, with pre-linked and realistically constrained skeletons and its suite of motion tools, dramatically speeds up the animation process. In this book and accompanying CD, author and award-winning animators Michele Bousquet and Michael McCarthy look at the Biped, Physique, Crowd, and Motion Mixer tools and demonstrate how to animate character models quickly. They start with the basics of Biped, and then move on to footstep animation, freeform animation and the use of crowd behavior simulation tools. Readers will also learn how to use all the new tools of Motion Mixer for mixing motion files, and the Workbench for adjusting biped function curves, and learn specific animation techniques, including how to adjust physique for perfect deformation, fit a biped to any character model, create realistic motions, combine motions on any character, create crowd scenes automatically, and more!  

目录

Introduction p. xi
A Brief History of Character Animation p. xii
Biped Basics p. xv
Production Workflow p. xvii
Using This Book p. xviii
Getting Started p. 1
Character Studio Basics p. 3
Quick Start p. 4
Biped Basics p. 5
Changing the Biped Structure p. 6
Linking and Hierarchies p. 6
Animating a Biped p. 7
Kinematics p. 8
Kinematics and the Biped p. 9
Creating a Walk Cycle p. 11
IK and FK Keys for Biped p. 12
Building a Better Walk Cycle p. 15
Posing the Biped p. 19
Setting Biped Parameters p. 20
Fitting the Biped to the Mesh p. 23
Fitting a Biped to a Mesh p. 26
Nonhuman Bipeds p. 32
Biped for Quadruped Character p. 33
Fitting a Nonhuman Biped to a Mesh p. 34
Fit a Biped to a Dog Mesh p. 34
Skinning p. 37
Associating the Mesh p. 38
Skin Morph and Skin Wrap p. 39
Preparing to Use Skin p. 40
Associating Biped and Mesh p. 41
Working with the Test Animation p. 42
Setting Up a Test Walk p. 43
Correcting Skin Problems p. 44
Check the Deformation p. 44
Adjusting the Head Envelope p. 49
Vertex Weighting p. 49
Copy and Paste Envelopes p. 51
Using ENV Files p. 51
Footstep Animation p. 53
Basic Footsteps p. 55
Gaits p. 56
Footstep Practice p. 57
Editing Footstep Placement p. 59
Moving and Rotating Footsteps p. 59
Walking in Circles p. 61
Biped Does the Splits p. 62
Footstep Sequences p. 63
Footsteps for the Gymnast p. 63
Adjusting Footsteps After Key Creation p. 65
Footstep Timing p. 67
Displaying Footstep Keys p. 68
Looking at Footstep Keys p. 69
Changing Footstep Timing p. 70
Time Between Footsteps p. 73
Leapin' Biped p. 74
Adjusting Footstep Timing p. 76
Dancing Gymnast p. 78
Animating Feet and Legs p. 81
Animating Legs and Feet p. 81
Additional Exercises p. 82
Backflip p. 82
Hopscotch p. 84
Advanced Footsteps p. 87
Manual Footstep Placement p. 88
Footstep Placement Practice p. 89
Advanced Footstep Timing p. 90
Footstep Key Parts p. 91
Footstep Timing p. 92
Accelerating Gravity p. 94
Changing Jump Height p. 94
Balance Factor p. 95
Standing Up p. 96
Converting to Freeform p. 99
Freeform Animation p. 101
Animating with Freeform p. 103
Using Freeform Mode p. 104
Creating a Freeform Animation p. 104
Exploring Forward and Inverse Kinematics p. 106
IK Blend and Body/Object Parameters p. 107
Push-Ups p. 107
Animating the IK Settings p. 109
Walking the Dog p. 110
More Freeform Tools p. 113
Animating Pivot Points p. 113
Doing an Articulated Walk p. 114
Jumping Dog p. 117
Freeform Between Footsteps p. 121
A Refreshing Swim p. 122
Converting Freeform to Footsteps p. 126
Body Animation p. 127
Working with Keys p. 128
Track View p. 128
Function Curves in Biped p. 129
Adding or Changing Keys p. 131
Working with Existing Keys p. 133
Animating Arms p. 134
Copying and Pasting Postures p. 136
Copy and Paste Arm Postures p. 137
Working with Layers p. 138
Animating with Layers p. 139
Using Apply Increment p. 144
Adjusting Arms p. 144
Arms and Hands p. 147
Linking Objects to the Biped p. 148
Picking Up a Ball p. 148
Pinning the Hands to Objects p. 150
Riding the Subway p. 151
Making a Hand or Foot Follow Another Object p. 152
Swingin' Biped p. 153
Animating OSO Settings p. 156
Pushing the Swing p. 157
Bulges p. 160
Workout Woman p. 160
Combining Motions p. 165
Motion Mixer and Motion Flow p. 167
Comparing Motion Mixer and Motion Flow p. 168
Motion Files p. 169
Working with Motions p. 169
Motion Mixer p. 171
Working with the Motion Mixer p. 173
Weighting Tracks p. 177
Working with Trackgroups p. 179
Mixing Upper and Lower Body Motions p. 179
The Balance Track p. 181
Mixdowns p. 181
Performing a Mixdown p. 182
Time Warps p. 183
Adding a Time Warp p. 184
Motion Flow p. 185
Creating Transitions p. 186
Creating Straight-Ahead Motion Flow p. 188
Looping Animations p. 192
Looping with Motion Flow p. 192
Basic Crowds p. 195
Crowds Overview p. 196
Crowd Setup p. 197
Behaviors p. 198
Creating a Simple Crowd Scene p. 200
Changing Multiple Delegates p. 204
Speeding Up the Delegates p. 206
Making a Vector Field Space Warp p. 208
Defining the Space Warp Behavior p. 210
Setting Up a Vector Field for Moths p. 210
Varying Vector Direction for the Moths p. 213
Behavior Weights p. 216
Refining the Moth Vector Field p. 216
Simulation Troubleshooting Tips p. 218
When Good Delegates Go Bad p. 219
Linking Objects to Delegates p. 220
Aligning and Linking Moths p. 221
Scatter Tool p. 222
Scattering Delegates p. 222
Complex Crowds p. 225
Cognitive Controllers p. 226
Setting Up Cognitive Controllers p. 226
Creating the Transition Script p. 228
Making a Simple Cognitive Controller p. 231
Circular Transitions p. 234
Doing Simple Circular Transitions p. 235
The MAXScript Listener p. 236
Making Delegates Stay or Fly p. 237
Animation States p. 242
Tips for Using Animation States p. 244
Working with Bird Animation States p. 244
Biped Crowds p. 249
Working with Random Scripts p. 250
Creating Multiple Transitions p. 250
Shared Motion Flow for Multiple Bipeds p. 252
Generating Random Scripts p. 253
Making a Cheering Audience p. 254
Tips for Random Scripts on Multiple Bipeds p. 259
Transition Probabilities p. 259
Making the Bipeds Sit More p. 260
Adjusting Position p. 263
Editing Multiple Transitions p. 264
Using Motion Flow with Crowds p. 265
Making an Effective Flow Graph p. 265
Biped Priorities p. 266
Create Jogging Bipeds p. 267
Resources p. 271
Index p. 273

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