Hierarchical creation and animation

Source: Internet
Author: User

1. Create an object level

1. Parent object, sub-object, and root object

A parent object can have any number of other objects (sub-objects) linked to it.

2. Relationship between layers and scenarios:

(1) When you adjust the axis of the root object, that is, the link between the object and the scene.

(2) selecting the parent transform Coordinate System for the root object will return the world coordinate, because the scene is the father of the root object.

(3) When IK is activated, you cannot change the root object unless it is released from the scene or the joint parameters between the root object and the scene are defined.

3. Observe the Hierarchy Tree: Select object à display subtree

2. Link object:

1. Set the link inheritance relationship: Hierarchy à link info à inherit

2. Set the transformation link inheritance relationship of the object: Hierarchy à link info à inherit

Check a check box to prevent the transformation of the corresponding axis.

Setting the lock only affects the transformation that is directly applied to objects. Locking can only affect the new key frames created after the lock is opened. They do not change the existing key frames.

3. Display link: Display Link

(1) display links (display link)

(2) link replaces object (link replacement object)

4. Avoid using uneven proportional scaling in the hierarchy.

Iii. Axis of use:

Adjust the object axis point (that is, the link point): Level.

1. affect only: act only on the axis without affecting any object and its sub-objects.

2. affect object only: applies only to the selected object without affecting any Pivot Point and link sub-objects.

3. affect hierarchy only: only affects the sub-objects of the object, but the selected object remains unchanged.

Iv. adjustment and transformation: Adjust Transform

1. Don't affect children

2. The advantage of using reset transform is that it can separate the transformed values of rotation and proportional scaling from the object and keep them in accessible XForm Gizmo.

5. Use the virtual object: Create à helper.

1. Dummy; 2. Point; 3. protractor; 4. grid; 5. Tape; 6. Compass

Vi. Use Reverse dynamics

1. the following technologies are involved when IK is used:

(1) the Euler XYZ rotation controller works well in IK. Other controllers, such as TCB or smooth rotation, can also work in IK, but they are not as precise as the Euler XYZ controller and may not work when joint limitations are used.

(2) do not cancel the inheritance relationship between moving and rotate links of any objects in the IK chain. Ik relies on the move and rotate transformations passed in the hierarchy.

(3) do not use the path or follow controller in the IK level. Using these controllers ik does not work. Bind to follow object can be used as needed and replaced with the apply ik button.

(4) In Ik, parameter controllers such as lookat, noise, audio, and expression cannot work. You can select them, but the results are often unexpected.

VII. Define ik Joints

The core of IK is to define how links between objects are constrained.

1. Set the joint parameters (free rotation but not movement by default ):

(1) sliding joints ):

A. Joint activation status (active): select to rotate or move on a certain axis.

B. Limit: constraints on the axis. The from and to splitters limit the axial motion range.

C. Joint deceleration: when a connection moves closer to its limit (set by), it produces resistance motion. This subtle effect can soften the reverse movement and avoid over-rigid motion. For example, when the piston rod runs at one end of the piston sleeve, the speed of movement is reduced.

D. damping: damping is one of the factors used to precisely adjust the reverse linkage device. It can simulate some movements in a realistic manner.

E. spring back: sets the static position of the joint.

F. spring tension: Set the spring tension.

(2) rotational joints ):

(3) path joint (path joints ):

2. copy and paste the joint (in object parameters)

(1) The rotational and sliding joints have their own copy and paste joint parameters.

(2) After the check, transform children of the world can freely select and change the root object. However, when IK is used, its motion is subject to the joint parameters of the object.

3. Joint priority:

A higher-priority joint means that it absorbs more overall motion than a lower-priority joint. The default value of precedence is 0.

8. Define a kinematics chain)

1. Terminator: You can specify the selected object as the end sub of IK.

2. You can also find the auto termination settings under Auto termination.

9. Use inverse kinematics to create an animation

1. Interactive IK: use interactive ik when you want to control more animations. Open the Animation button and move it to different frames to create a satisfactory key frame.

2. Apply IK: select the end object and set it to the animated Bootstrap object, and click Apply IK.

(1) bind position: the r button enables the end object to simulate the movement of the guiding object without moving the object to the guiding object. This option is useful for animation pose and subordinate motion.

(2) bind orientation: When the orientation of the end object matches the orientation of the selected guide to the west, check it.

(3) three other application types that affect the application:

A. apply only to keys: applies only to key frames. When you select a key frame, only the IK solution of the existing key frame is calculated.

B. Update viewports: update the view. The view is updated as the IK solution is computed during the check.

C. Clear keys clear key frames: When you check the key frames, all positions and rotating key frames in the IK level will be deleted before ik computing starts.

(4) The application ik will set each frame of the animation to a key frame. Using the reduce keys controller of the track view can well manage these key frames.

3. Inheritance: The racket itself is driven by a ball because it is a sub-object of the ball. However, because it only inherits the movement of the ball in the X axis, it only moves in parallel in this direction.

4. Steps for Applying reverse motion:

(1) create a guiding object (usually a virtual object ).

(2) combine the terminal object and the guiding object.

(3) Use a guided object as an animation.

(4) select any object in the reverse motion object chain or directly select the guided object.

(5) Click the apple ik button.

Exercise ApplicationIk (piston movement ):

1. Create a piston object; 2. Connect the object: wooden plug ---- runner; crank ---- piston.

3. Set the connection parameters: Select piston/connection/IK/rotate XYZ cancel/leave sliding Z

4. The end object for making the crank: virtual body/connected to the crank

5. animation completion: Crank/IK/bind/locked with virtual body/aninmate/angle/

Apple IK.

Questions:

1. What are the main differences between reverse and forward motion?

2. What joint parameters can be set for reverse motion?

3. What are two reverse motion animation methods? Which one is more accurate?

4. What is the use of damping and mitigation?

5. What is the process of making an application-type reverse motion?

6. How to Make an object having a dual-axis point and rotating around two axes at the same time?

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