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retargeting PHP,Retargeting the Animation 教学

發布時間:2024/9/20 php 23 豆豆
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本教學為翻譯教學,

轉載請注明來自aboutcg.net,以及注明翻譯者

這是昨晚翻譯的一個外國教程,使用Retarget功能,將一個關節鏈的動作指定給多個關節鏈,在偏移一下動畫曲線,得到群組動畫的效果,不過好多我還不明白,發到論壇來拋磚引玉一下,希望有老師能講解講解

原教程地址:http://www.spafi.org/index.php?optio…d=666&Itemid=1

翻譯:lion3987032

請尊重互聯網道德,轉載請注明轉載出處和翻譯者,謝謝!

Retargeting the Animation 山寨MASSIVE教學

圖片不知道怎么傳啊!!郁悶,上次也不知道怎么發,還是CWWS給修改的,大家對應原版看看….

In this lesson I will show you how to retarget the animation from one skeleton to another. This can be used when you need to copy the same animation onto many characters in the scene to perhaps make a crowd. You can offset the animation by a few frames and your characters will act like a real mob.

在這節課我將給你展示一下怎樣從一個骨骼鏈的動畫指定到另一個上面,這樣你可以復制同樣的動作到大量的骨骼鏈上,來做個群組動畫,這樣可以對這些動作進行偏移來制作一個真實的人群。

STEP 1:

Select your animated skeleton and at the frame 0 or -1 set the bones to the T-Pose position. If your animation has been done correctly and the animator started at T-Pose (as it should be in any case) you can achieve the T-Pose easily by zeroing the joints. Just select each joint separately and put a 0 value into the channel box for all rotation axis. This will work only if the animator started in T-Pose! Make sure that you hit the automatic keying button before you start or alternatively manually key each joint after you will reset it.

選擇你已經制作好動畫的骨骼鏈,在O幀或者-1幀的時候將骨骼鏈的姿勢設定為“T”型姿勢,如果你以前做的很正確或者動畫師在設置時將使按照“T”型姿勢進行設置(許多情況下就是應該這樣設置)你將骨骼鏈的位移歸零可以很輕松的得到“T”型姿勢。打開“自動K幀”功能。

STEP 2:

Select the root joint of the skeleton and duplicate it (Ctrl + D). Now you have two skeletons with exactly the same amount of joints. On one of the skeletons is your plotted or keyed animation and the other one is completely clean.

選擇跟關節進行復制,現在你有了兩組數目相同的關節,不同的是一組你已經設置了動畫,一組是干凈的

STEP 3:

When both your skeletons are in the T-Pose select them and go into the Animation menu. Under the Skeleton choose Retargeting>Set Neutral Pose. Do that for both of the skeletons.

當你的關節組都在“T”型狀態,選擇他們,進入動畫模塊,選擇Skeleton>Retargeting>Set Neutral Pose,對所有的骨骼鏈都進行這樣的操作。

STEP 4:

Select the skeletons and make sure that the labeling of the joints are exactly the same. This is essential as the retargeting will use the names of the joints to copy the animation from one skeleton to another. You can use the Maya labelling facility in the Skeleton menu. Choose Skeleton>Joint labelling>Show All Labels.

選擇所有的骨骼鏈并且確認他們的關節的labeling是相同的,這是從一個關節鏈復制動畫到另一組關節鏈的基礎,retargeting將使用關節的的名字。你可以使用Maya在Skeleton下的labelling功能,Skeleton>Joint labelling>Show All Labels顯示所有關節的labeling。

STEP 5:

Make sure that the joints which are labeled with the name NONE will be renamed. You can again use the Maya labeling system. Select the joint that has no name and select Skeleton>Joint labelling>Add Retargeting Labels>Finger. In my case I needed to change the name on the feet and hand fingers. Again make sure that both of the skeletons are properly named in an identical way.

確認那些關節標簽是NONE的關節進行了重命名操作,可以再次使用Maya的labeling system,選擇沒有名字的關節,使用Skeleton>Joint labelling>Add Retargeting Labels>Finger,在我這里,我需要給腳趾和手指重命名。確認所有的關節鏈使用一種凡是的命名。

STEP 6:

Now, once the labeling is done, you can switch off the labels again in Skeleton>Joint labelling>Hide All Labels. Now select the root joint of the skeleton with the animation, press and hold the shift key and select the root of the skeleton that is not animated and choose the Skeleton>Retargeting>Retarget Skeleton option box.

現在,等到labeling完成了,你可以使用Skeleton>Joint labelling>Hide All Labels關閉關節的labeling。現在選擇有動畫的關節鏈的跟關節,加選沒有動畫的關節鏈的跟關節,使用Skeleton>Retargeting>Retarget Skeleton,打開選項設定窗口。

STEP 7:

When the option table for retargeting appears, choose: Neutral pose > Pose, Maintain offset ticked, Lower body solutions > Joint rotations only, Upper body solutions > Joint rotations only, Time > Time Slider (of course make sure that your time slider covers the whole animation that you want to copy).

按照下面的設定,Neutral pose > Pose, Maintain offset ticked, Lower body solutions > Joint rotations only, Upper body solutions > Joint rotations only, Time > Time Slider (of course make sure that your time slider covers the whole animation that you want to copy)

And that’s all folks. Your copied skeleton has now got same animation like the original skeleton.

這就是今天講的,現在你可以復制得到與原先具有動畫的關節鏈相同的動畫效果了。

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