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所在平台: Udemy |
课程主页: https://www.udemy.com/course/block-cheetahtime-lapse-blender-rigging-animation/
课程评论:没有评论
以下是Coursera课程“block cheetah (time-lapse) blender rigging, animation”的内容摘要: 在本课程中,您将学习如何使用Blender为猎豹进行基础的建模、骨骼绑定和动画制作。 **课程重点包括:** * **基础建模:** 将重点放在利用猎豹的侧视图和俯视图,通过复制和调整立方体来构建猎豹的基本轮廓。 * **手动骨骼绑定:** 大量时间将用于手动绑定,包括约束骨骼、分层骨骼(如def bones和target bones)、创建和控制骨骼的流程化过程。 * **IK/FK链:** 探索和设置IK(反向动力学)和FK(正向动力学)链。 * **动画控制器:** 添加易于动画师使用的控制器到骨骼上。 * **Rigify + 手动绑定混合工作流程:** 结合使用Rigify工具和手动绑定技术。 * **曲线驱动的样条绑定:** 学习如何创建一个骨骼链由贝塞尔曲线控制,而贝塞尔曲线又由骨骼再次控制的系统,从而实现非破坏性或可位移的样条动画。 * **Bendy Bones(弯曲骨骼):** 简要介绍弯曲骨骼的使用。 * **空间切换(Space Switching):** 探讨一种用于自动化动画重叠动作的动画技术。 * **手动动画周期:** 尽管进行了各种技术探索,但课程最终会展示手动完成的猎豹行走和奔跑动画周期。 讲师表示制作本课程非常有趣,并希望学习者也能从中获得乐趣。
in this course, you will see basic block modeling which is not a big deal of modeling in this course because all I just did is took a side view and front view of the cheetah and take a cube and duplicate and adjust until I get the basic outline of cheetah a lot of time is spent on rigging manually, constraining bones layering bones like def bones and target bones, etc trying a streamlined process of creating bones and controlling bones messing with IK chain and FK chain after that adding controllers to the bones making it animator friendly after that using rigfy+manual rigging hybrid workflow highlights are curve-based spline rigging which is a bone chain is controlled by a bezier curve and that bezier curve is controlled by bones again so that you can animate spline in a nonbreaking or disposition line rigify spline...a little about bendy bones, and we also try space switching which is an animation technic to automate the overlapping action of animation but to be honest, in the end, I animated manually the walk cycle, and run cycle.I had lots of fun making this course and hope you will enjoy learning it...