Maya骨骼插件AdvancedSkeleton教程
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Maya骨骼插件AdvancedSkeleton教程
第一部分
软件介绍
AdvancedSkeleton是Maya的角色设计的工具的合集。 主要特点是: 1.不再局限于预先设计好的FitSkeleton,而是可以创建任意的FitSkeleton; 2.具有本地旋转轴和旋转度,并可控; 3.可以从AdvancedSkeleton 回到 FitSkeleton,方便你做些改变然后重建AdvancedSkeleton; 4.AdvancedSkeleton在身体配置方面不再做限制,三个头,五条腿,100个手指都可以; 5.支持拖拽“Selector Designer"等
官方简介: 1. Introduction: AdvancedSkeleton is a collection of Maya tools for doing character setup. The Main Features of AdvancedSkeleton are: Not limited to a pre made FitSkeleton, you can create any FitSkeleton you like. The local rotation axis and rotation orders are set by the FitSkeleton, so you can control these. You can go back from AdvancedSkeleton to the FitSkeleton, and make Generated by Foxit PDF Creator © Foxit Softwarehttp://www.foxitsoftware.com For evaluation only.
changes and then rebuild the AdvancedSkeleton. Unlimited body configurations, 3 heads, 5 legs, 100 fingers, & anything goes. Comes with a drag`n`drop `SelectorDesigner`, that lets you easily create custom `Selector` user interfaces. And a `PoserDesigner`, that creates UIs for storing and retrieving poses. 1.简介:AdvancedSkeleton是对Maya工具集合做角色设定.AdvancedSkeleton主要特点是:不仅限于预先作出FitSkeleton,您可以创建任意FitSkeleton.本地的旋转轴和旋转的都是由FitSkeleton,你就可以控制这些.你可以从AdvancedSkeleton回到FitSkeleton,并进行适当修改,然后重建AdvancedSkeleton.无限体配置,3头,5腿,100的手指,什么事情都能发生。拖拽`ñ`SelectorDesigner`,让你轻松地创建自定义的`选择用户界面`和`PoserDesigner`,创建用于存储和检索用户界面构成。 2. Installation: Run the SETUP file (setup.exe) Choose the Destination Folder NOTE: destination folder must be your Maya user directory e.g.: C:\Documents and Settings\Name\My Documents\Maya\2008\ Finish installation. Start Maya. Now you will find a new Shelf called 'advancedSkeleton` 2.安装: 运行SETUP文件(Setup.exe)选择目标文件夹注意:目标文件夹必须是您的Maya用户目录例如:C:\ Documents and Settings \用户名\ My Documents \maya\ 2008 \完成安装。运行Maya.现在,你会发现一个新的工具栏'advancedSkeleton` 3. Overview: The key functionality of AdvancedSkeleton is to: Generate a complex motion system (AdvancedSkeleton) from a simple joint chain (FitSkeleton) Joints that are on the `negative X` side of origin, gets read as the characters right side, and will mirror these to the left side. The following information gets read from the FitSkeleton joints: names, positions, rotations, rotation axis, rotation orders. It also reads the following from the joints to determine the high level controls: labels and dependencyGraph input/output connections. The following joint labels will create high level controls: FitSkeleton joint labels: AdvancedSkeleton high level controls: "Hand" & "Shoulder" Arm IK "Hip" & "Foot" Leg IK "LegAim" 3 bone (dog leg) IK "Heel", "Ball" & "Toe" FootRoll system "BigToe" & "PinkyToe" Foot rock-side-to-side system "Root" & "Chest" (optional:"Mid") Spine IK "Eye" Look at.. aim system "0", "1", "2", etc.. Spline IK. (for tails, trunk, ponytails, etc.) "Prop" Props that can be translated. (for hats, glasses, etc.) FitTools also let you add the following attributes to the FitSkeleton: "TwistJoints" : will generate joints for distributing twist rotation along a bone. "Global" : will generate a control for maintaining world space orientation. "FreeOrient" : will preserve joints orientation, instead of auto orienting to X down. dependencyGraph input/output connections: AdvancedSkeleton will attempt to read any input/output connections from the FitSkeleton, and recreates the setup on both left & right side on the AdvancedSkeleton. See a example of this by loading the "biped" FitSkeleton template, and select the "Wrist" joint. Note that there are several custom attributes for controlling the fingers. This is a simple set-driven-keys setup, and it gets analyzed by AdvancedSkeleton, and implemeted in the full rig. You can create your own custom attributes to control any parts of the FitSkeleton. And it is not limited to setDrivenKey, but virtually any nodes connected in any way. "3.概述:在AdvancedSkeleton主要功能是:从一个简单的生成联合链(FitSkeleton一个复杂的运动系统(AdvancedSkeleton))" 4. The Tools: FitTools Browse through available FitSkeleton, and import any of them to the scene. You can add Generated by Foxit PDF Creator © Foxit Softwarehttp://www.foxitsoftware.com For evaluation only.
a your FitSkeleton to the list of available FitSkeletons, by saving it to the installDir/FitSkeletons/ folder. FitTools also has buttons for adding or removing FitSkeleton attributes and labels. AdvancedSkeleton Builds the AdvancedSkeleton from selected joint hierarchy. Select the top joint of the FitSkeleton before executing this. Utilities Utilities has following tools: Rebuild: :The FitSkeleton is always kept with the AdvancedSkeleton, allowing for joint placement tweaks at any time. To expose the original FitSkeleton, click "Toggle Fit/Advanced". This will display the FitSkeleton, which allows you to tweak the original joint placement. Run "Rebuild Skeleton" after you made tweaks to the FitSkeleton. Any objects that have been parented to the skeleton, will be re-parented to the newly built skeleton. And by turning on the "Rebuild Connections" option, AdvancedSkeleton will also re-link hypergraph connections.(e.g skinning) Skinning: Go to Build Pose: applies all the values stored when the AdvancedSkeleton was first build. Select DeformJoints: selects the joints intended for binding (skinning). This can also be done by selecting all members of the "DeformSet" Hide / UnHide MotionSystem: Allows you to display ONLY the joints intended for binding. Useful when using `edit membership` or `paint weights` tools. Locking: Assigns joints to a layer called "jointLayer", and sets the layers displayType to "Reference", This is useful so animators do not accidentally select and manipulate the joints. Boxes: Create/Remove/Mirror Poly-Boxes to fit the character. These boxes can be used as low-res geometry representation of your character, or use the Boolean function to create a more accurate low-res representation. The Bevel function, creates rounded corners for all the boolean objects. Cylinders: Creates nurbs cylinders which provides a alternativ way for selecting the controls. The FK control cylinders are by default transparent, so that the geometry appear to be the controls. Character Set: 'CreateCharacter' :Brings together all the essential attributes of the skeleton and creates a `character set node`, for Maya's non-linear animation tools. KillCharacter': Bakes all clips on selected character and restores keys to original nodes. Control Curves: Mirrors the shape of the control curves from left to right or vice versa After you created the AdvancedSkeleton, you might find that the control curves. are not ideally scaled/positioned for easy selecting. So you might have to sculpt the curves (by moving/scaling the cv`s) to fit better. This mirror tool allows you to do the adjustments on one side, then mirror it across. Partial Joints: creates child joints in the deformationSystem that rotates partially to its parent, Skinning to these joints provides partial rotation effect without the loss of volume that occurs when blending weights. FitMode: Preserves X-down joint orientations, and maintains set driven keys. This allows you to move joints, without loosing it`s X down alignment. Also lets you rotate finger joints, and preserve the `curl` set driven keys. Display: Joint size: Set the joint display size. SelectorDesigner This tool is for creating `Selection Tools`. When you first open this, it will be blank. First step is to bring in an image of your character as the background (Edit->Background..) Next you need to create the buttons. To create a button: 1.Select the animation control object that you want the button to select when clicked. (e.g. "FKWrist_R") 2.Use the middle mouse button to `click and drag` the area you want the button. Finally make sure to save the newly created tool. (File->Save) Once saved, you can add a shelf button that will launch the tool (File->;Put on shelf) See animated gif for how to use create buttons, and access the popup menus. These `Selection Tools` that are built by the `SelectorDesigner`, are free to be distributed. AdvancedSkeleton is not required to run these. A example `Selector` called "biped" is provided, click the last button on the shelf to run it. This is what the "biped" selector looks like: Selector Tools comes with animation utilities menus. PoserDesignerThis tool is for creating `Poser Tools`. When you first open this, it will be blank. Along the toolbar of the window are the following controls: By using these controls, you can build up your poser library: Finally make sure to save the newly created tool. (File->Save) And like SelectorDesigner, you can add a shelf button that will launch the tool (File->;Put on shelf) `Poser Tools` built by `PoserDesigner` are also free for distribution, and does not require AdvancedSkeleton. Note that if you use the `only selected` option, then not only does the selected controls alone get stored, but it also looks for selected attributes in the channelBox. If you select 1 object and 1 attribute, and the attribute is of the `Limited Range` type attribute, then a slider will be generated to control the attribute (useful for blendShape attributes). The "anim" checkBox allows you to store animation Generated by Foxit PDF Creator © Foxit Softwarehttp://www.foxitsoftware.com For evaluation only.