持续时间2h 45分 1920X1080 MP4 语言:英语 大小解压后:919M

Gnomon工作坊——用Stephen Cunnane制作Maya生物行走周期动画

每个动画师都应该学习为作品创造一个坚实的行走循环的基本原则。这个3小时的研讨会由电影行业的动画师Stephen Cunnane主持,揭示了为四足动物或幻想生物制作令人信服的行走周期动画的微妙而复杂的过程。从涵盖解剖学的基础知识并解释它如何构建详细动画所需的复杂运动,到讨论和演示Maya中可以帮助您保持有序的工具,Stephen的研讨会使动画师能够创建快速高效的工作流。

在整个研讨会中,您将了解导入装备作为代理的重要性,并发现使用引用编辑器保持场景组织良好的所有好处。Stephen还介绍了烘焙、运动跟踪和动画层等主题,并添加了所有其他二级动画。工作坊的第二部分着重于在最后一章之前制作行走循环的动画,最后一章解释了如何添加翅膀、脖子和头部,以获得令人信服的生物动画。

Stephen还提供了脚和身体运动的分解,并详细说明了如何进行最后的行走循环,以及如何为项目或制作创建新的动画。
The Gnomon Workshop – Animating Creature Walk Cycles in Maya with Stephen Cunnane



Duration 3h 10m MP4

Title: The Gnomon Workshop – Animating Creature Walk Cycles in Maya with Stephen Cunnane
Info:
There are basic principles involved in creating a solid walk cycle for production that every animator should learn. This 3-hour workshop by Stephen Cunnane, an animator for the film industry, reveals the subtle yet complex process when it comes to animating a convincing walk cycle for four-legged animals or fantasy creatures. From covering the basics in anatomy and explaining how it plays into building the complex motions needed for detailed animation, to discussing and demonstrating the tools within Maya that can help you to stay organized, Stephen’s workshop enables animators to create fast and efficient workflows.

Throughout this workshop, you’ll learn the importance of importing a rig as a proxy and discover all the benefits of using the Reference Editor to keep your scene well organized. Stephen also covers the topics of baking, motion tracking, and animation layers to add all the other secondary levels of animation. The second portion of the workshop focuses on animating the walk cycle before the final chapter, which explains how to add the wings, neck, and head, for a convincing creature animation.

Stephen also provides breakdowns of feet and body movement and details how to take a final walk cycle and build a new animation for a project — or for production.

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