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Knees/Elbows Using IK Booster, you no longer need to rotate an *Elbow or *Knee control to position the elbows and knees of your character. You can simply grab the calf or forearm and physically move the knee or elbow joint where you want it to be. (Doing this actually rotates the *Knee and *Elbow bones to the applicable bank setting.) 190 Chapter 8: Using the Controls Figure 8.20 Note: You’ll want to be very watchful when you’re manipulating knee and elbow joints in this manner. Just as a little twist of the bank heading on the *Knee and *Elbow controls themselves can swing that character’s knee or elbow joint all over the place, so can the slightest twitch of your mouse here. It is best to work in very small moves on only one axis at a time. And if you see the knee or elbow joint swinging at a funky angle, it’s best to undo your action and start again — until you click on *Knee or *Elbow in Rotate mode, there’s no way of knowing if bank has just exceeded +/– 360°. Shoulders/Hips To shrug the character’s shoulders, or cave or expand his chest, just grab the tip of a shoulder bone and drag it around. 191 Chapter 8: Using the Controls Note: Undoing in IK Booster seems to be a bit odd at the time of publication. When I hit ^z to undo my last move in IKB, not only is that move undone, but also the last move done using standard controls is also undone. I’ve found, how - ever, that by redoing (by pressing <z>) and then undoing again, the standard control’s position is restored, and then only the IKB move is undone. Figure 8.21 By grabbing and moving the base of a shoulder bone, you can tilt the entire carriage this way and that. (Just remember that when you do so, if you have chosen to have the Head a child of Spine1, the Head will stay mostly in place since Spine3 does most of the moving when manipulating the model in this fashion — it’s a minor tweak to move the head back squarely on top of the shoulders.) 192 Chapter 8: Using the Controls Figure 8.22 You can swing the hips and the entire carriage about by drag - ging one of the *Knee bones in 3D space. 193 Chapter 8: Using the Controls Figure 8.23 Spine/Head You can click and drag on any of the *Spine bones, moving the char - acter’s carriage with ease. (I’ve also repositioned the head in this illustration.) 194 Chapter 8: Using the Controls Figure 8.24 The Head has its control icon set to Move/Rotate so within IK Booster it is only able to be moved. (It is recommended that you control the head through the standard IK way of doing things, but if you really need to position the head quickly without exiting IKB, you can use its IKB control to do so.) 195 Chapter 8: Using the Controls Figure 8.25 Hands/Feet You can click and drag 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 You can also click and drag on the handle at the tip of *Hand_ Rot to swing the hand up or down. 197 Chapter 8: Using the Controls Figure 8.27 And, if you pull hard enough on a finger control, you can also get the hand to swing up or down, following the direction of your pull. 198 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. I use standard IK to manipulate all other controls. Control Order I’ve had a lot of people ask me which controls to move first when I’m posing a character. To tell the truth, I don’t think most anima - tors think about it that much — we just move whatever needs moving. I believe strongly that there is no “right” or “wrong” way to do anything, so long as it works for the person doing the doing, and respects those who are affected by the doing. But I can completely relate to someone who’s never seen this plethora of controls and ways of working feeling overwhelmed with the vast spread of choices, so I’ll walk you through how I’d strike a simple pose. “Start at the beginning, go on until you get to the end, then stop!” — The Mad Hatter, Alice in Wonderland 199 Chapter 8: Using the Controls Figure 8.29. As with all the other life drawing exercises, I’ll be working from a pose created with the same controls I’ll be using to do the work myself — I know I can strike this pose if I give myself enough time to do so. [...]... the character around the environment 203 Chapter 8: Using the Controls Figure 8. 34 Then, moving and rotating Spine1 under standard IK, I line up the waistline, using the belt as my point of reference 204 Chapter 8: Using the Controls Figure 8. 35 Next, using Back and Top views, I position the hands with the *Hand_Trans controls, rotating the hands only on their heading axis at the moment 2 05 Chapter 8: ...Chapter 8: Using the Controls Figure 8. 30 The first thing I do, of course, is load the setup I’ve just completed, then save it as a file prepped for revisions (*_v001.lws) into a working directory so I can fiddle with things to my heart’s content 200 Chapter 8: Using the Controls Figure 8. 31 Then, I swap out Thinguy_F for MrCool_Facial_F, the model used in the pose I’ll be copying 201 Chapter 8: Using... heading axis at the moment 2 05 Chapter 8: Using the Controls Figure 8. 36 Now, I get the feet into position the same way (At the moment, I’m not concerned with perfection, I’m just getting things “in the ballpark.”) 206 Chapter 8: Using the Controls Figure 8. 37 Next, I move and rotate the Head so it comes close to matching the model Figure 8. 38 Then, I start getting more precise with the hands and feet (using... pose and timing? We have to show the audience by how the character responds to and interacts with the weight (You never want the character saying, “Boy, Phil, this 50 0-pound weight is heavy.” That’s bad directing.) Note: Actually, everything in filmmaking (storytelling) is about showing how characters respond to things in their environments The characters’ responses will tell an audience how heavy, happy,... Chapter 8: Using the Controls Note: I’ll often use the Center Selected Item button to help me quickly jump to an item I want to manipulate in a Perspective viewport, sometimes just quickly clicking the button on, then off, to “bull’s-eye” it and yet still let me adjust my view to suit my needs Figure 8. 39 Now I start using IK Booster and drag the fingers into their proper positions 2 08 Chapter 8: Using... only when you feel comfortable Doing so will make the whole process of learning animation that much more enjoyable and rewarding 212 Chapter 9: Life Drawing — The Next Logical Step 9.1 The Standing Model Posing a character is the art of translating what you have in your mind into the 3D coordinates that will make your character fit that vision Figure 9.1 We’ll be starting with a standing model The... everything is reading well, and your character covers the life drawing model perfectly, congratulate yourself! This is one of the harder poses I could think of for you to try Animation consists of two things: timing and posing You’re well on your way to having posing down pat! 224 Chapter 9: Life Drawing — The Next Logical Step 9.4 The Character and Weight How do you get a character to read as if he is carrying... pose I’ll be copying 201 Chapter 8: Using the Controls Figure 8. 32 Next, I load in the life drawing model from Extras\Life_Drawing\ Objects\ICanFly.lwo (And make sure I’ve got OpenGL Transparency enabled in my Display Options.) 202 Chapter 8: Using the Controls Figure 8. 33 The first thing I’ll do is move the object itself to get my own character close to the position of the life drawing model Note:... positions 2 08 Chapter 8: Using the Controls Figure 8. 40 Working on the spine comes next Switching back and forth between using IKB and standard IK controls (sometimes even actually moving the bones of the spine if I feel it’s necessary to sculpt the pose I want), I begin to get more and more precise with the accuracy 209 Chapter 8: Using the Controls Figure 8. 41 Then, it’s just a matter of settling in for... using that same technique to get you started in life drawing here You’ll know when you have enough angle here, enough distance there to support the character s weight You’ll know when your character carries the essence of the pose, and you’ll know when your character is spot-on You’ll be able to turn the view and explore from every angle You’ll see, right there in front of you, whether your model covers . do so.) 1 95 Chapter 8: Using the Controls Figure 8. 25 Hands/Feet You can click and drag on the *Hand_Trans controls and move them about in 3D space (just like the Head). 196 Chapter 8: Using the. 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 shoulders.) 192 Chapter 8: Using the Controls Figure 8. 22 You can swing the hips and the entire carriage about by drag - ging one of the *Knee bones in 3D space. 193 Chapter 8: Using the Controls Figure 8. 23 Spine/Head You