LightWave 3D 8 Character Animation phần 10 pdf

LightWave 3D 8 Character Animation phần 10 pdf

LightWave 3D 8 Character Animation phần 10 pdf

... 175 knee, 182 pelvis, 172 root, 171 shoulder, 1 78 spine, 173-175 thumb, 183 - 185 toe, 181 controls, manual, 122-123 using, 169 controls, IK Booster, 187 elbows, 190-191 feet, 196-1 98 fingers, 188 - 189 hands, ... chains, 107 -1 08 testing weight maps, 1 48- 154, 166 Thomas, Frank, 345 thumb control, 183 - 185 thumbnail sketches, 292-294, 304 timed poses, 227-231 timing, 239-241,...
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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 384 18. 2 Dope Track 395 18. 3 Motion ... Here, you see a hierarchical set of bones that could easily be a character s bicep, forearm, and hand. LightWave 3D ® 8 Character Animation Timothy Albee Wordwar...
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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 ... nip-and-tuck alterations to the information to get it to fit your character. (This is especially so if your character has non-human proportions!) I’ve made the character...
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LightWave 3D 8 Character Animation phần 3 pot

LightWave 3D 8 Character Animation phần 3 pot

... 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. Repeat step 8 for LeftFoot, ... to strongly advise against using rotation limits in character animation. Note: When you are working in a coordinate system other than Parent, LightWave lets you manipulate a...
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LightWave 3D 8 Character Animation phần 4 docx

LightWave 3D 8 Character Animation phần 4 docx

... always have something clean and familiar to start all your animations. 167 Chapter 7: Point Weighting 185 Chapter 8: Using the Controls Figure 8. 16. Swinging the thumb down and around with pitch and ... 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 allo...
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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 7 pot

LightWave 3D 8 Character Animation phần 7 pot

... 15 Digitigrade Characters So what do you do when you have a character who walks on his toes? How do you get your plantigrade (flat-footed) character to walk heel-to-toe without having the animation ... what is good animation and what needs work when I can’t stand over your shoulder and encourage your best work? I can do this by giving you good quality animations you can explore as 3D...
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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. 384 Chapter 18: Advanc...
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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 ... natural. Cheeks.Puffed Cheeks.Sucked Eye.Brow_Scowl Eye.Brow_Surprise Eye.Closed Eye.Lid_Lower_Dn Eye.Lid_Lower_Up Eye.Lid_Upper_Dn Eye.Lid_Upper_Up Mouth.Corner_Back Mouth.Corner_Front Mo...
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