01_介绍和项目概述(01_Introduction_and_project_overview)

02_建设腿部关节(02_Building_leg_joints)

03_完成我们的工作对于左腿关节(03_Completing_our_work_on_the_joints_for_the_left_leg)

04_添加到腿的逆运动学和镜像关节(04_Adding_inverse_kinematics_to_the_leg_and_mirroring_joints)

05_添加躯干接头,颈部,和头(05_Adding_joints_for_the_torso,neck,and_head)

06_创建眼接头(06_Creating_eye_joints)

07_建筑的胳膊缝(07_Building_the_arm_joints)

08_索具手指(08_Rigging_the_fingers)

09_整理的骨架(09_Finishing_the_skeleton)

10_绑定 人物(10_Binding_the_character)

11_剥皮的工具和技术(11_Skinning_tools_and_techniques)

12_建立全球控制(12_Establishing_a_global_control)

13_索具躯干(13_Rigging_the_torso)

14_设置的头部和颈部的控件(14_Setting_up_the_head_and_neck_controls)

15_眼睛的控件(15_Eye_controls)

16_索具锁骨(16_Rigging_the_clavicles)

17_控制机械手臂(17_Controlling_the_arms)

18_设置腿控件(18_Setting_up_the_leg_controls)

19_操纵一脚卷(19_Rigging_a_foot_roll)

20_整理我们足辊系统(20_Finishing_our_foot_roll_system)

21_控制的手指和脚趾(21_Controlling_the_fingers_and_toes)

22_清理的钻机(22_Cleaning_up_the_rig)

23_卷_1_工作分配(23_Volume_1_assignment)

01_介绍和项目概述(01_Introduction_and_project_overview)

02_添加脚银行(02_Adding_a_foot_bank)

03_使用表达式对驱动程序我们脚银行钻机(03_Using_an_expression_to_driver_our_foot-banking_rig)

04_如何选择旋转的顺序(04_How_to_choose_a_Rotate_Order)

05_清理约束对象的变换值(05_Cleaning_up_transform_values_of_constrained_objects)

06_清理的接头的变换值(06_Cleaning_up_transform_values_of_joints)

07_创建一个动态养育系统(07_Creating_a_dynamic-parenting_system)

08_在空间切换系统中设置多个父母(08_Setting_up_multiple_parents_in_a_space-switching_system)

09_动画师友好手指控制(09_Animator-friendly_finger_controls)

10_整理我们新的手指控制(10_Finishing_our_new_finger_controls)

11_为 人物 与混合形状的面部表情(11_Making_facial_expressions_for_characters_with_Blend_Shape)

12_控制混合形状(12_Controlling_Blend_Shapes)

13_卷_2_工作分配(13_Volume_2_assignment)

01_介绍和项目概述(01_Introduction_and_project_overview)

02_添加腿部关节(02_Adding_leg_joints)

03_索具中心,骨盆,和尾(03_Rigging_the_center,pelvis,and_tail)

04_索具颈部和头部(04_Rigging_the_neck_and_head)

05_创建为手臂和手关节(05_Creating_joints_for_the_arms_and_hands)

06_添加到臂的逆运动学和镜像其 ch(06_Adding_inverse_kinematics_to_the_arm_and_mirroring_its_ch)

07_剥皮的动物(07_Skinning_the_creature)

08_添加 IK FK 钻机在脖子上(08_Adding_an_IK-FK_rig_to_the_neck)

09_创建样条 IK 系统的脖子上(09_Creating_a_Spline_IK_system_for_the_neck)

10_设置 FK 头控制(10_Setting_up_an_FK_head_control)

11_控制在 IK 模式下头(11_Controlling_the_head_in_IK_mode)

12_整理 IK 头控制(12_Finishing_the_IK_head_control)

13_创建一个全球的控件并添加 IK FK 开关(13_Creating_a_global_control_and_adding_an_IK-FK_switch)

14_创建控件的齿轮和骨盆(14_Creating_controls_for_the_COG_and_pelvis)

15_FK 控件添加到尾巴(15_Adding_FK_controls_to_the_tail)

16_整理的尾巴(16_Finishing_the_tail)

17_索具腿(17_Rigging_the_legs)

18_整理的腿控件(18_Finishing_the_leg_controls)

19_膝关节控件(19_Knee_controls)

20_索具武器(20_Rigging_the_arms)

21_动画师友好手指控制(21_Animator-friendly_finger_controls)

22_清理的钻机(22_Cleaning_up_the_rig)

23_卷_3_锻炼(23_Volume_3_exercise)

01_介绍和项目概述(01_Introduction_and_project_overview)

02_创建的颈部关节,头,和下巴(02_Creating_joints_for_the_neck,head,and_jaw)

03_建筑接头的眼睛和眼皮(03_Building_joints_for_the_eyes_and_eyelids)

04_绑定的脸(04_Binding_the_face)

05_精炼的面部变形(05_Refining_facial_deformations)

06_加权的眼皮(06_Weighting_the_eyelids)

07_索具与格(07_Rigging_with_lattices)

08_控制我们格子的集群(08_Controlling_our_lattice_with_clusters)

09_调整变形的影响(09_Tweaking_deformer_influence)

10_肉质的眼睛(10_Fleshy_eyes)

11_创建控件的颈部和头部(11_Creating_controls_for_the_neck_and_head)

12_控制我们的下颚骨(12_Controlling_our_jaw_bones)

13_创建眼控件(13_Creating_eye_controls)

14_驾驶与自定义频道眼皮(14_Driving_the_eyelids_with_custom_channels)

15_眉控件(15_Eyebrow_controls)

16_整理我们的额头控件(16_Finishing_our_brow_controls)

17_附加的眉毛要遵循面部变形(17_Attaching_the_eyebrows_to_follow_facial_deformations)

18_控制的头发和舌头(18_Controlling_the_hair_and_tongue)

19_面部表情(19_Facial_expressions)

20_创建一个面部控制系统(20_Creating_a_facial_control_system)

21_清理的钻机(21_Cleaning_up_the_rig)

22_卷_4_工作分配(22_Volume_4_assignment)

01_介绍和项目概述(01_Introduction_and_project_overview)

02_清理的动画(02_Cleaning_up_the_animation)

03_烤到骨骼动画(03_Baking_the_animation_to_the_skeleton)

04_纠正的形状(04_Corrective_shapes)

05_缓存的动画的 人物(05_Caching_an_animated_character)

06_卷_5_工作分配(06_Volume_5_assignment)

专辑分类:

  • Maya : 入门
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    译文: 欢迎光临快速启动的索具在玛雅人。快速启动是一系列的特殊构造课程旨在在序列中跟随,包括有价值的练习以巩固所学的概念。这些快速入门的课格式将类似于其他数字导师的入门培训。我们 ' ll 经过玛雅 ' s 操纵工具非常有条理的方式,确保支付工具和技术是最重要的使您能够快速启动并运行。每个卷的快速启动将基础上以前的体积,使我们能够逐步建立一个复杂的项目进入完成状态。这些任务将挑战你采取的技能,你 ' ve 学特定卷并将它们应用到不同的资产。这些课程旨在采取序列中,所以我们真的鼓励你开始与此卷,一路进行卷 5,所有这样你可以利用定期任务途中得到充分的学习经验。 原文: Welcome to the Quick Start to Rigging in Maya. Quick Starts are a series of specially constructed courses meant to be followed in sequence and include valuable exercises to reinforce learned concepts. The lesson format for these Quick Starts will be similar to other Digital-Tutors introductory training. We'll go through Maya's Rigging Tools in a very methodical way, making sure to cover the tools and techniques that are most important in enabling you to get up and running quickly. Each volume of a Quick Start will build upon the previous volume, enabling us to progressively build up a complex project into a finished state. These assignments will challenge you to take the skills that you've learned in a particular volume and apply them to a different asset. These courses are designed to be taken in sequence so we really encourage you to start with this volume and proceed all the way through to Volume 5, all so you can take advantage of the periodic assignments along the way to get the full learning experience.