Humanoid Rigging For Games Using Houdini And KineFX

所在平台: Udemy

课程主页: https://www.udemy.com/course/humanoid-rigging-for-games-using-houdini-and-kinefx/

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**课程名称:** 使用 Houdini 和 KineFX 为游戏构建人形骨骼 **课程概述:** 本课程将指导您创建一个适用于 Unity 等游戏引擎的标准人形骨骼。该骨骼系统能够兼容常见的动作捕捉库,并允许您为多种角色创建可配置的骨骼。 课程内容包括: * **可配置骨骼系统:** 构建一个可以适应不同角色形态的骨骼,并具备三种不同的脊柱设置,以便深入探讨曲形和直线脊柱在游戏开发中的优缺点。其中一种曲形脊柱将包含四块骨骼,以确保与 Unity 人形骨骼的兼容性。 * **自定义关节重定向节点:** 创建一个自定义节点,以确保所有关节的方向保持一致,简化 rigging 流程。 * **IK 和 FK 控制器:** 实现 IK(反向动力学)和 FK(正向动力学)控制器,并支持全局和局部控制器的混合,提供多种混合策略。 * **自定义脊柱旋转:** 开发一个自定义的脊柱旋转系统,支持线性和四元数插值。 * **动态手臂骨骼:** 创建一个会根据手臂位置自动调整的动态手臂骨骼。 * **预设手部姿势:** 为手部模型集成多种预设姿势,并允许用户进行混合。 * **导出流程:** 建立一个完整的导出流程,包括“细节级别”(LOD)选项,以及导出角色和动画的功能。 总而言之,本课程将提供一套全面的人形骨骼创建和管理方案,特别针对游戏开发的需求, leveraging Houdini 和 KineFX 的强大功能。

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In this course we will build a basic humanoid rig. This rig is designed to be compatible with game engines like Unity and should work with a lot of common motion capture libraries.We will start be creating a reconfigurable skeleton that can be posed for multiple characters. This skeleton will also have three different spines this will allow us to examine. These will include two curved skeletons, one with four bones to be compatible with the Unity humanoid rig. The others skeletons are have more bones and will allow us to compare to pitfalls of using curved or straight spines.We will create a custom reorient joints node that will allow us to have consistent orientations for all the joints.For the rig we will be looking to implement IK and FK Controls. For the IK controls we will have both global and local controls. And we will be implementing number of methods to blend between global and local controls. We will be creating a custom for the spine rotations with options for both linear and quaternion interpolation.For the arms we will be creating a dynamic skeleton that moves based of the position of the arm. The Hand will have preset poses that we can blend between.We will be building an export pipeline with options for 'level of detail' and exporting characters and animation.

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