第二讲 骨骼、皮肤和动画
上一讲中我们已经做好了一个基本模型,也添加了note为动画做好了准备。这一讲中我们来给箱子添加动画。 |
(转载请注明出处!http://3dlijia.blog.sohu.com/)
教程附带模型源文件下载地址: 猛击此处第一节 骨骼
演示环境:3dsmax 5.0
做人物动画当然少不了骨骼啦。用骨骼带动皮肤运动可以达到关节的平滑过渡,也可以比直接操纵皮肤减少许多工作量。总之是好处多多啦。







第二节 属性编辑器(User Property Editor)
演示环境:3dsmax 5.0
大部分的魔兽模型都要用到属性编辑器。它决定了一个几何体是用于表面纹理、骨骼还是特效附着点。

第三节 皮肤
演示环境:3dsmax 5.0
各位大侠,请忍耐一下吧!我保证,这绝对是制作动画之前的最后一步……%#◎?
大家一定要坚持下去呀~~~~~!

点击Detach进行分割,在弹出的对话框中重命名物体(取名如图)。






第四节 动画
演示环境:3dsmax 5.0
挖哈哈~~,终于到了让它动起来的时刻了!!

然后打开记录动画按钮(Auto Key),你可以看到时间条变红了,表明你现在对物体所进行的操作将记录为动画。
现在开始指定动画:
再滑动时间滑块到第25帧,反方向旋转右腿骨骼一定角度。
再移到40帧,把它转回到10帧是的模样,这样就在10~40帧之间形成一个动作循环。


哈哈,基本的动画制作方法就是这样。不知各位大侠学会没?当然,这个“Walk”动画还非常的简陋。你可以慢慢的来调整,使它更加生动。对于3dmax老手,建议进入track view编辑,这样会给你更大的自由。PRIMARY BONES |
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CHEST | bone_chest |
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FOOT | bone_foot unused |
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HAND | bone_hand unused |
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HEAD | bone_head |
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TURRET | bone_turret |
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BONE QUALIFIERS |
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ALTERNATE | alternate |
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LEFT | left unused |
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MOUNT | mount unused |
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RIGHT | right unused |
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SMART | smart unused |
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PRIMARY LINK POINTS |
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CHEST | chest |
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FEET | feet |
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FOOT | foot |
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HAND | hand |
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HEAD | head |
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ORIGIN | origin |
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OVERHEAD | overhead |
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SPRITE | sprite | (for building attachment points) |
WEAPON | weapon |
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LINK POINT QUALIFIERS |
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ALTERNATE | alternate |
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LEFT | left |
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MOUNT | mount |
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RIGHT | right |
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REAR | rear |
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SMART | smart |
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FIRST | first | (for building attachment points) |
SECOND | second | (for building attachment points) |
THIRD | third | (for building attachment points) |
FOURTH | fourth | (for building attachment points) |
FIFTH | fifth | (for building attachment points) |
SIXTH | sixth | (for building attachment points) |
SMALL | small | (for building attachment points) |
MEDIUM | medium | (for building attachment points) |
LARGE | large | (for building attachment points) |
GOLD | gold |
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RALLY | rallypoint | (for building attachment points) |
EATTREE |
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