TAILIEUCHUNG - Animating Real- Time Game Characters-P4

Animating Real- Time Game Characters-P4: My intent in writing Animating Real-Time Game Characters has been to share my work methods, thoughts, and ideas about animating real-time characters in 3ds max 4™ and character studio 3®. Any factor that affects the animation process using these two tools has been covered. | Chapter 2 Rigging Your Characters with Biped 77 FIGURE Choose from three ways to skin that goat-legged cat. FIGURE Animating Fido reciting poetry means adding bones to the Biped head. 78 Animating Real-Time Game Characters As mentioned when using Biped to animate your characters you have to add bones to it in order to create a face rig. In 3ds max adding bones is as easy as linking a box to the Biped. Of course controllers and other more complicated elements can be thrown into the mix as well. For a real-time game character you have about four levels of rig setup to accommodate options from a low-res low-poly case to a high-res high-poly case. For lack of better terminology call them Face Rig Level 1 through Face Rig Level 4 this section will cover the first three levels . Face Rig Level 1 Single jaw bone with Nub Known as the muppet approach this rig is used frequently with game characters because a hinged jawbone can be moved programmatically to key off sound wave amplitude. The reasoning is that a character has to open its mouth wider when speaking loudly. Simply create an equalsided box sized to fit within the mesh. Center the pivot point on the box by going to the 1 Hierarchy panel click Pivot click Affect Pivot Only and then click on Center Pivot To Object. Create a dummy object by clicking on the Cl Helpers icon making the Dummy button active and clicking anywhere in an orthogonal F K L R T B viewport. Place the dummy object in front of the jaw and the mesh and link it to the box you created earlier by clicking the Select and Link icon active clicking on the dummy object and dragging the dashed Link line to the box. Rename the box as Jaw and the dummy as Jaw Nub Figure . Jaw Jaw Nub L_ FIGURE Face Rig Level 1 just needs a jaw bone and a jaw Nub. Character studio needs the Nub not only to act as an end effector for an IK chain but also to supply a link in Physique to which vertices can be assigned. The advan- tage of using a dummy object .

TAILIEUCHUNG - Chia sẻ tài liệu không giới hạn
Địa chỉ : 444 Hoang Hoa Tham, Hanoi, Viet Nam
Website : tailieuchung.com
Email : tailieuchung20@gmail.com
Tailieuchung.com là thư viện tài liệu trực tuyến, nơi chia sẽ trao đổi hàng triệu tài liệu như luận văn đồ án, sách, giáo trình, đề thi.
Chúng tôi không chịu trách nhiệm liên quan đến các vấn đề bản quyền nội dung tài liệu được thành viên tự nguyện đăng tải lên, nếu phát hiện thấy tài liệu xấu hoặc tài liệu có bản quyền xin hãy email cho chúng tôi.
Đã phát hiện trình chặn quảng cáo AdBlock
Trang web này phụ thuộc vào doanh thu từ số lần hiển thị quảng cáo để tồn tại. Vui lòng tắt trình chặn quảng cáo của bạn hoặc tạm dừng tính năng chặn quảng cáo cho trang web này.