三维建模外文资料翻译--人体动画基础
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1、 - 11 - 外文资料翻译 原文部分 Fundamentals of Human Animation (From Peter Ratner.3D Human Modeling and AnimationM.America:Wiley,2003:243249) If you are reading this part, then you have most likely finished building your human character, created textures for it, set up its skeleton, made morph targets for faci
2、al expressions, and arranged lights around the model. You have then arrived at perhaps the most exciting part of 3-D design, which is animating a character. Up to now the work has been somewhat creative, sometimes tedious, and often difficult. It is very gratifying when all your previous efforts sta
3、rt to pay off as you enliven your character. When animating, there is a creative flow that increases gradually over time. You are now at the phase where you become both the actor and the director of a movie or play. Although animation appears to be a more spontaneous act, it is nevertheless just as
4、challenging, if not more so, than all the previous steps that led up to it. Your animations will look pitiful if you do not understand some basic fundamentals and principles. The following pointers are meant to give you some direction. Feel free to experiment with them. Bend and break the rules when
5、ever you think it will improve the animation. SOME ANIMATION POINTERS 1. Try isolating parts. Sometimes this is referred to as animating in stages. Rather than trying to move every part of a body at the same time, concentrate on specific areas. Only one section of the body is moved for the duration
6、of the animation. Then returning to the beginning of the timeline, another section is animated. By successively returning to the beginning and animating a different part each time, the entire process is less confusing. 2. Put in some lag time. Different parts of the body should not start and stop at
7、 the same time. When an arm swings, the lower arm should follow a few frames after that. The hand swings after the lower arm. It is like a chain reaction that works its way through the entire length of the limb. 3. Nothing ever comes to a total stop. In life, only machines appear to come to a dead s
8、top. Muscles, tendons, force, and gravity all affect the movement of a human. You can prove this to yourself. Try punching the air with a full extension. Notice that your fist has a bounce at the end. If a part comes to a stop such as a motion hold, keyframe it once and then again after three to eig
9、ht or more keyframes. Your motion graph will then have a curve between the two identical keyframes. This will make the part appear to bounce rather than come to a dead stop. 4. Add facial expressions and finger movements. Your digital human should exhibit signs of life by blinking and breathing. A b
10、link will normally occur every 60 seconds. A typical blink might be as follows: Frame 60: Both eyes are open. Frame 61: The right eye closes halfway. Frame 62: The right eye closes all the way and the left eye closes halfway. Frame 63: The right eye opens halfway and the left eye closes all the way.
11、 Frame 64: The right eye opens all the way and left eye opens halfway. Frame 65: The left eye opens all the way. - 12 - Closing the eyes at slightly different times makes the blink less mechanical. Changing facial expressions could be just using eye movements to indicate thoughts running through you
12、r models head. The hands will appear stiff if you do not add finger movements. Too many students are too lazy to take the time to add facial and hand movements. If you make the extra effort for these details you will find that your animations become much more interesting. 5. What is not seen by the
13、camera is unimportant. If an arm goes through a leg but is not seen in the camera view, then do not bother to fix it. If you want a hand to appear close to the body and the camera view makes it seem to be close even though it is not, then why move it any closer? This also applies to sets. There is n
14、o need to build an entire house if all the action takes place in the living room. Consider painting backdrops rather than modeling every part of a scene. 6. Use a minimum amount of keyframes. Too many keyframes can make the character appear to move in spastic motions. Sharp, cartoonlike movements ar
15、e created with closely spaced keyframes. Floaty or soft, languid motions are the result of widely spaced keyframes. An animation will often be a mixture of both. Try to look for ways that will abbreviate the motions. You can retain the essential elements of an animation while reducing the amount of
16、keyframes necessary to create a gesture. 7.Anchor a part of the body. Unless your character is in the air, it should have some part of itself locked to the ground. This could be a foot, a hand, or both. Whichever portion is on the ground should be held in the same spot for a number of frames. This p
17、revents unwanted sliding motions. When the model shifts its weight, the foot that touches down becomes locked in place. This is especially true with walking motions. There are a number of ways to lock parts of a model to the ground. One method is to use inverse kinematics. The goal object, which cou
18、ld be a null, automatically locks a foot or hand to the bottom surface. Another method is to manually keyframe the part that needs to be motionless in the same spot. The character or its limbs will have to be moved and rotated, so that foot or hand stays in the same place. If you are using forward k
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