Natural language Communication System Phxnet Team Innovation Training Project blog (v)

Source: Internet
Author: User

3DMax the expertise involved in:

(1) about the 3DMax in the design and operation of the characters need to be in the knowledge of the 3DMax fundamentals of the situation.

(2) Skeleton Erection: First of all, the character models imported into 3DMax are erected to build bones,first, load a person, lock it up, and don't let him move. Create a basic skeleton with the biped tool--you can create it by dragging the mouse from the foot position upwards. In the motion commands panel, point to the biped rollout  Figure Modein each view, adjust the position of the bone and the position of the model using the rotation scale displacement to align the two.  PS: 1Double-click the bone to have all the child objects of the bone selected. 2 If you select a bone, the option to copy It 's gray, just use the new command. give him a name is all you can do. 3 task bone matching is not a one-time can be done, need to be adjusted at all stages, the system gives the Biped object is a fixed proportion, adjusted well used. Bind the bones to the model on the selected model, if there is a group to be solved. Go to the Modify command panel and select physique to modify the command. Click button, H key to open the selection dialog, double-click the Bip01 object. When the dialog box pops up, click to solve the calculation. After the solution is finished, you can see the yellow "rib". 3DMax It is assumed that the skeleton is a meticulous work that requires a complete fit between the bones and the skin, so that it can be more successful in the subsequent production process .

(3) Skin Knowledge: after the skeleton is done, it is necessary to use skin to make the model follow the skeleton when it is animated, so that the model attaches to the bones. When the skeleton moves, the model moves with it. So the skin is the equivalent of covering the original bone on the top of the surface, so that the bones will move when the movement of the model to move up. However, when skinning should be careful to prevent some bones are not really attached to the bottom of the skin. skin is the shape of the skeleton Control model node, to achieve a reasonable binding effect, so-called morphological node is the external contour. There are two kinds of skin: flexibility and rigidity, different effects and different effects. In general rigid binding can also direct p to bone, parent-child relationship, can also achieve the desired results.

(4) Envelope processing: first by adjusting the size of the envelope to adjust the impact of each bone part of the range, note that the inner ring control to half of the outer ring can be. Note that a piece of skin will be affected by several bones, and then adjusted, but also pay attention to a certain piece of skin received the effect of the bone and other problems.

(5) Weight adjustment problem: The weight is the skin of the bone to the point of the impact of the object, using the ZBrush trans pose function for action adjustment, only need to set the dynamic line model, through the light of the simple weight setting (very convenient), you can give the model adjustment pose. Of course, transpose this simple skin will have a little abnormal deformation, but can be zbrush carved by the way quickly make up. Weight adjustment is a more careful goods, you need to pay attention to the extent of the impact of each block, according to this to set the appropriate weight problem.

(6) Animation production: In the animation of the first thing to do is to set up some necessary action. Then in the case of the key frame open, you can design the action you need, and then you can animate the rendering, in the export of princes also and Photoshop combined use, increase the visual effect of animation.

(7) in the 3DMax above the required animation can be rendered after the export, and then the subsequent work will be animated on the Unity3d specific actions

Natural Language Communication System Phxnet Team Innovation Training Project Blog (v)

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