人的变形和游戏布线注意的问题.doc

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人的变形和游戏布线注意的问题

Characters are created to animate! A poorly constructed character that doesnt deform well will make the greatest animator look bad... 角色模型的制作是为了创建来做动画的,一个结构差的角色模型是不能很好地进行变形的,想做个好的动画师堪上去很难 There are specific areas on character models that seem to receive the brunt of stress through deformation while animating: knees, elbows, fingers, crotch, and shoulder Im often asked how I go about modeling these areas, and have finally decided to document this with a tutorial, which will serve as a quick overview of how I approach the core modeling of deformation hotspots on characters I create. .在角色模型的一些特殊的部位,在做动画的过程中容易由于挤压而造成的的变形:膝盖,肘,手指,胯部,和肩部。我经常问我自己应该怎样处理模型的这些位置,最后我决定以教程的形式将我的心得保存记录下来,用来概述我在创建角色模型的时候是怎么处理模型的核心:“变形核心” The following examples were created quickly for demonstration purposes. They represent the core geometry structure I aim to achieve and build upon when modeling.在下面的例子中已经快速创建了示意图.他们描绘了模型的核心结构,而我目标是在建模的时候能够实现和成功制造出来 Knees and elbows! 膝盖,肘 Generally speaking, the same principles can be applied to knees and elbows. Below is an example of a knee joint.In the illustration below, the green leg represents a poor geo layout, and the gold leg represents a good geo layout. Whats the difference between the two? Notice the blue highlighted loops around the knees: the loop goes around the entire green leg, and on the gold leg is terminated before it wraps around to the back of the knee.Most people structure their legs and arms as depicted on the green leg. However, when that joint bends it will not retain shape as well as the gold leg. Better deformations for less geometry?! Its true, heres why: 一般来说,相同原理能够应用在膝盖和肘 By giving that joint a horizontal edge to bend upon on the green leg, I have given it a place to collapse upon. In the illustration below, notice how the gold leg retains its shape through flexion, while the green leg collapses along that central edge as it bends (hasnt even bent that far!). These are very low poly examples, however the collapsing only increases as

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