时长5h 1920X936 MP4 语言:英语 大小解压后:1.32G

Maya游戏制作中的角色绑定
信息:
学习玛雅中角色装配的核心概念,以及如何构建制作就绪、动画友好的角色装配。这个由重生娱乐公司的技术动画师泰勒·惠特塞特主持的5小时研讨会揭示了如何创造性地应用基本的装配原则来创建复杂的角色装配。虽然角色操纵经常会让人感到难以承受,但这并不是必须的;泰勒分享了在《行尸走肉:圣徒与罪人》和《荣誉勋章:超越自我》等作品中获得的行业经验,帮助你突破任何障碍。

泰勒介绍了基本的装配概念,并介绍了为游戏构建高效角色装配的步骤。从建立角色管道到建立绑定骨架和创建控制装配,一直到建立自动装配和动画系统;该研讨会详细介绍了Maya中的整个工作流程。

这个工作坊的目标是让你拥有可以应用于任何角色模型的想法和概念,以获得有效的结果。在整个研讨会中展示的尼拉角色模型是由才华横溢的保罗·托斯卡创作的,可以作为这个研讨会的项目文件。

课程目录:
1游戏制作中的角色装配简介
2在Maya中设置角色装配管道
3为Maya中的装配准备角色几何体
4在Maya中构建骨架-第1部分
5在Maya中构建骨架-第2部分
6在Maya中创建正向反向运动学手臂
7在Maya中构建脊椎-第1部分
8在Maya中构建脊椎-第2部分
9在Maya中添加变形辅助关节
10在玛雅建立自动控制系统.第1部分
11在玛雅建立自动控制系统.第2部分
12Maya中的最终角色装备清理
Duration 5h MP4

Title: The Gnomon Workshop – Character Rigging In Maya For Game Production
Info:
Learn the core concepts of character rigging in Maya and how to build production-ready, animator-friendly character rigs. This 5-hour workshop by Taylor Whitsett, a Technical Animator at Respawn Entertainment, reveals how to apply basic rigging principles to create complex character rigs creatively. While character rigging can often feel overwhelming, it doesn’t need to be; Taylor shares industry-proven techniques gained through experience working on titles including Walking Dead: Saints & Sinners and Medal of Honor: Above and Beyond, to help you break through any hurdles.

Follow along as Taylor introduces fundamental rigging concepts and walks through the steps to building efficient character rigs for games. From establishing a character pipeline to setting up the bind skeleton and creating a control rig, all the way through to building automated rigging and animation systems; this workshop details the entire workflow in Maya.

The goal of this workshop is to empower you with ideas and concepts that you can apply to any character model for effective results. The Nyra character model showcased throughout the workshop was created by the incredibly talented Paul Tosca and is available as a project file with this workshop.
01. Introduction to Character Rigging in Maya for Game Production
02. Setting up the Character Rigging Pipeline in Maya
03. Prepping the Character Geometry for Rigging in Maya
04. Building the Skeleton in Maya — Part 1
05. Building the Skeleton in Maya — Part 2
06. Creating ForwardInverse Kinematic Arms in Maya
07. Building the Spine in Maya — Part 1
08. Building the Spine in Maya — Part 2
09. Adding Deformation Helper Joints in Maya
10. Building Automated Control Systems in Maya — Part 1
11. Building Automated Control Systems in Maya — Part 2
12. Final Character Rig Cleanup in Maya