Retargeting the Animation 教学

本教学为翻译教学,

转载请注明来自aboutcg.net,以及注明翻译者

这是昨晚翻译的一个外国教程,使用Retarget功能,将一个关节链的动作指定给多个关节链,在偏移一下动画曲线,得到群组动画的效果,不过好多我还不明白,发到论坛来抛砖引玉一下,希望有老师能讲解讲解

原教程地址:http://www.spafi.org/index.php?optio…d=666&Itemid=1

翻译:lion3987032

请尊重互联网道德,转载请注明转载出处和翻译者,谢谢!

Retargeting the Animation 山寨MASSIVE教学

图片不知道怎么传啊!!郁闷,上次也不知道怎么发,还是CWWS给修改的,大家对应原版看看….

In this lesson I will show you how to retarget the animation from one skeleton to another. This can be used when you need to copy the same animation onto many characters in the scene to perhaps make a crowd. You can offset the animation by a few frames and your characters will act like a real mob.

在这节课我将给你展示一下怎样从一个骨骼链的动画指定到另一个上面,这样你可以复制同样的动作到大量的骨骼链上,来做个群组动画,这样可以对这些动作进行偏移来制作一个真实的人群。

01

STEP 1:

Select your animated skeleton and at the frame 0 or -1 set the bones to the T-Pose position. If your animation has been done correctly and the animator started at T-Pose (as it should be in any case) you can achieve the T-Pose easily by zeroing the joints. Just select each joint separately and put a 0 value into the channel box for all rotation axis. This will work only if the animator started in T-Pose! Make sure that you hit the automatic keying button before you start or alternatively manually key each joint after you will reset it.

选择你已经制作好动画的骨骼链,在O帧或者-1帧的时候将骨骼链的姿势设定为“T”型姿势,如果你以前做的很正确或者动画师在设置时将使按照“T”型姿势进行设置(许多情况下就是应该这样设置)你将骨骼链的位移归零可以很轻松的得到“T”型姿势。打开“自动K帧”功能。

02

STEP 2:

Select the root joint of the skeleton and duplicate it (Ctrl + D). Now you have two skeletons with exactly the same amount of joints. On one of the skeletons is your plotted or keyed animation and the other one is completely clean.

选择跟关节进行复制,现在你有了两组数目相同的关节,不同的是一组你已经设置了动画,一组是干净的

03

STEP 3:

When both your skeletons are in the T-Pose select them and go into the Animation menu. Under the Skeleton choose Retargeting>Set Neutral Pose. Do that for both of the skeletons.

当你的关节组都在“T”型状态,选择他们,进入动画模块,选择Skeleton>Retargeting>Set Neutral Pose,对所有的骨骼链都进行这样的操作。

04

STEP 4:

Select the skeletons and make sure that the labeling of the joints are exactly the same. This is essential as the retargeting will use the names of the joints to copy the animation from one skeleton to another. You can use the Maya labelling facility in the Skeleton menu. Choose Skeleton>Joint labelling>Show All Labels.

选择所有的骨骼链并且确认他们的关节的labeling是相同的,这是从一个关节链复制动画到另一组关节链的基础,retargeting将使用关节的的名字。你可以使用Maya在Skeleton下的labelling功能,Skeleton>Joint labelling>Show All Labels显示所有关节的labeling。

05

STEP 5:

Make sure that the joints which are labeled with the name NONE will be renamed. You can again use the Maya labeling system. Select the joint that has no name and select Skeleton>Joint labelling>Add Retargeting Labels>Finger. In my case I needed to change the name on the feet and hand fingers. Again make sure that both of the skeletons are properly named in an identical way.

确认那些关节标签是NONE的关节进行了重命名操作,可以再次使用Maya的labeling system,选择没有名字的关节,使用Skeleton>Joint labelling>Add Retargeting Labels>Finger,在我这里,我需要给脚趾和手指重命名。确认所有的关节链使用一种凡是的命名。

07

STEP 6:

Now, once the labeling is done, you can switch off the labels again in Skeleton>Joint labelling>Hide All Labels. Now select the root joint of the skeleton with the animation, press and hold the shift key and select the root of the skeleton that is not animated and choose the Skeleton>Retargeting>Retarget Skeleton option box.

现在,等到labeling完成了,你可以使用Skeleton>Joint labelling>Hide All Labels关闭关节的labeling。现在选择有动画的关节链的跟关节,加选没有动画的关节链的跟关节,使用Skeleton>Retargeting>Retarget Skeleton,打开选项设定窗口。

08

STEP 7:

When the option table for retargeting appears, choose: Neutral pose > Pose, Maintain offset ticked, Lower body solutions > Joint rotations only, Upper body solutions > Joint rotations only, Time > Time Slider (of course make sure that your time slider covers the whole animation that you want to copy).

按照下面的设定Neutral pose > Pose, Maintain offset ticked, Lower body solutions > Joint rotations only, Upper body solutions > Joint rotations only, Time > Time Slider (of course make sure that your time slider covers the whole animation that you want to copy)

09

10

And that’s all folks. Your copied skeleton has now got same animation like the original skeleton.

这就是今天讲的,现在你可以复制得到与原先具有动画的关节链相同的动画效果了。

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