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AdvancedSkeleton ~5

Unreal导出

①创建好Rig

②Body->Game->Unreal -> Create

Just Proceed

③Transfer Skinning 把DeformationJoint 转到 unreal的joint上


④Export的时候选中Geometry和root!!!!!!!


5的Corrective Shape Advance好牛

Bake 是原来的Bake

CurveBased deformation

① 选mesh

② 选关节的control

③ Create Curve

④ Create test animation

⑤ Hide original Mesh

⑥ Create new deformation mesh

⑦ Bake as Corrective

Body Setup会有对眼睛和Jaw的默认Setup,但是使用FaceSetup之后,就替换了
---------------------IK Lable-----------------------------
Root  + Chest (+ Mid) = Spine IK


Hip + Foot = Leg IK

Heel + Toes + ToesEnd  = FootRoll

BigToe + PinkyToe = Foot Rock


LegAim + Hip + Foot = 3 bone Leg IK


Shoulder + Hand = Arm IK

0,1,2,etc  = Spine IK tail  0-> first

 

---------------------右侧Attribute-----------------------------

Strechy

Volumn

Stiff



Roll Attribute


------
LegAim Attribute                  Make rump Joint aim at the IK target
LegAimSDK                         Make Rump joint rotate as IK lifts up   


------
Follow Attribute                  Set How much the IK follow it's parent

          



-------------------Go Through Attribute 左侧------------------------------


twist/bendy      twist约等于增加中间的joints
                 bendy joint   Every bendy controller has a stiffness attribute


inbetween       创建额外的中间节点 ,常用于spine和neck的创建

global          keep limbs  orientation fixed  鸡头。。。233333,,常用于shoulder

aim             Look at Aim Constraint  用于眼睛


wheel           现在有vehicle模板了!!!


freeOrient       free limb,类似于强制局部退出fitmode

worldorient      常用于脚踝 ankle,哪个轴不变

flipOrient       keep auto orientation,but flips the front axis

noMirror      不对称


noFlip         对称过去的行为不一样


noControl       每个fitjoint都会建立一个fk controller, 这个属性可以取消局部





这个很重要,初始位置不是T的时候,就靠这个了!!!
ikLocal          addCtrl:添加本地oriented ctrl,所有的都是从0开始
                 none-zero:初始不是0,翻译过来,nice!!!
                 localOrient: Make local oriented IK control虽然是从0开始,但是translate-animation不是intuitive



CenterBetweenFeet      root会一直在中间


Geo Attach     Controller stick to Geometry  蝴蝶结纽扣


CurveGuide    feather setup,羽毛!!!      选中所有的羽毛joint(羽毛的骨架)和一个nurbsCurve,然后CurveGuide。。。。。所有的feather都会aim at curve,curve变成了Controller







在做动作的时候,可以不停的切换FK和IK

 

 

 

1、Model和Rig分开

1.5、多了好多模板!!!

2、现在body变成默认joint了,没有打开geometry,居然有bone的选项了!!

3、FitMode-》跟随不是实时的了

4、FitMode下调节fat值,临近也会变化

5、Placement,除了snap还有Lock Middle

6、默认有Toes了

7、Fit的Alternative 里的In between

8、DriveSystem和Corrective移动到Pose 单独的Tab

9、Face的Build实现每步调试了

10、Rubber face,卡通脸

11、Optimizer

12、眼睛pupil的大小,最大iris,牛逼


①先Model Clean Up,然后Save model

②New Scene

③Reference刚保存的model

④保存为 rig.ma

⑤ * 找个猫的骨架anatomy的图,用window->render view打开

⑥加载模板,Cage-》Copy Weight

Cage之后是可以删除的

⑦然后对好,和以前的一样了


Resample  就是调节joint数量的

要选一段已有的


Walk Designer!!!

直接可以走路!!妈呀!!!

动画要Bake Key


导出fbx的时候,只需要
Geometry和DeformationSystem

Eyebow、EyeLash单独出来了
DeltaMush All Target面部效果会更好
移动的时候按up键盘可以修改?excontroller???

右键GO to Build pose -> set build pose

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