LightWave 3D 8 Character Animation phần 4 docx

LightWave 3D 8 Character Animation phần 4 docx

LightWave 3D 8 Character Animation phần 4 docx

... should only be rotated in pitch. 183 Chapter 8: Using the Controls Figure 8. 14. Rotating Index_Base and Pinky_Base in H to spread the fingers wide. Note: Because LightWave now allows you to select ... work. 4 The base bones of the fingers may rotate in heading and pitch. 4 The base bone of the thumbs may rotate in all axes. 4 The mid and tip bones of all digits only rotate in pit...

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LightWave 3D 8 Character Animation phần 1 docx

LightWave 3D 8 Character Animation phần 1 docx

... 361 Exercise 8 362 Exercise 9 376 17.3 Characterization 3 78 17 .4 Character 379 17.5 The Animator’s Trust 382 Chapter 18 Advanced Animation Tools 383 18. 1 Dope Sheet 3 84 18. 2 Dope Track 395 18. 3 Motion ... Dialogue Morphs 43 4 19.7 “Plussing” Morphs 44 3 19 .8 Morph Mixer 44 4 19.9 Sample Workflow 45 1 19.10 Recycling 45 6 Chapter 20 Timothy Albee’s Facial Animation...

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LightWave 3D 8 Character Animation phần 5 docx

LightWave 3D 8 Character Animation phần 5 docx

... up or down, following the direction of your pull. 1 98 Chapter 8: Using the Controls Figure 8. 28 Note: The IKB controls discussed in Section 8. 15 are the only ones I regularly use under IK Booster. ... on the *Hand_Trans controls and move them about in 3D space (just like the Head). 196 Chapter 8: Using the Controls Figure 8. 26 2 08 Chapter 8: Using the Controls Note: I’ll often...

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LightWave 3D 8 Character Animation phần 8 docx

LightWave 3D 8 Character Animation phần 8 docx

... the Character 386 Chapter 18: Advanced Animation Tools Figure 18. 3. The first thing I’d do (after loading the scene, of course) would be to open the new version of the Scene Editor (new as of 8. 0) ... programmers of our 3D tools have now given us something far more powerful than any tra- ditional animator ever knew. In LightWave, it’s called the Dope Sheet. 3 84 Chapter 18: Advan...

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LightWave 3D 8 Character Animation phần 2 pptx

LightWave 3D 8 Character Animation phần 2 pptx

... merging points). Rename the new skelegons appropriately. 78 Chapter 4: Boning Your Character Figure 4. 28. The hierarchy of the right arm is complete! 1. Copy the 3D directory from the companion CD to a place ... this skelegon RightKnee. 4. Mirror RightKnee, RightFoot, and RightToes along the X-axis. Rename the new bones accordingly. 67 Chapter 4: Boning Your Character Figure 4....

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LightWave 3D 8 Character Animation phần 3 pot

LightWave 3D 8 Character Animation phần 3 pot

... map list selector (i.e., you’re using a character of your own or the maps were cleared), you’ll need to (re)create them (see Chapter 4, Section 4. 6, Step 24) . With both the Mesh and Skelegon layers ... reference) and animation that is just simply good animation. This is why good animation will always radiate its own inner life, far outshining even the best motion capture. 9. Repea...

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LightWave 3D 8 Character Animation phần 7 pot

LightWave 3D 8 Character Animation phần 7 pot

... basket 4 Throw a football 4 Pitch a baseball 4 Dive from a diving board 4 Yo a yo-yo 4 Swing on a swing 4 Use your hands to “walk” across a set of monkey bars 4 Skip rope 4 Juggle (a real juggle ... there) 4 Do a golf swing using a pitching wedge to get the ball out of a sand trap and onto a nearby green 4 Throw a javelin 4 Do an Olympic-style hammer throw 4 Throw a sh...

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LightWave 3D 8 Character Animation phần 9 potx

LightWave 3D 8 Character Animation phần 9 potx

... 19.29. A(Ace). 18. 2 Dope Track LightWave s Dope Track offers yet another way for you to quickly and easily modify your animations. 395 Chapter 18: Advanced Animation Tools Figure 18. 15. You access ... different ways LightWave lets you group and select geometry, both polys and points. 4 Surfaces 4 Parts (View|Selection Sets|Create Part) 4 Sketch Color (Detail|Polygons|Sketch Colo...

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LightWave 3D 8 Character Animation phần 10 pdf

LightWave 3D 8 Character Animation phần 10 pdf

... 270-271 F facial animation, 41 1 asymmetry, 42 3 -43 2 dialogue morphs, 43 4 -44 3 expression morphs, 4 18- 42 2 morph targets, 41 2 -41 3 plussing, 44 3 re-symmetry, 43 2 -43 3 Index 4 78 44 7 Chapter 19: Facial Animation Figure ... Albee’s Facial Animation, 45 9 interface, 46 2 -47 2 morph targets, 47 2 -47 3 using with LightWave, 47 4 To the Actor, 344 , 349 , 356 toe...

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