Đang chuẩn bị liên kết để tải về tài liệu:
Maya Secrets of the Pros Second Edition phần 2
Đang chuẩn bị nút TẢI XUỐNG, xin hãy chờ
Tải xuống
Chọn mã và kéo nó lên kệ để tạo ra một nút. (MM kéo trong Linux và Windows, Option-kéo trên máy Mac) Thực hiện kịch bản này bằng cách nhấn vào nút snaps định vị vải lên những đường cong định vị đính kèm và đặt một keyframe động. 6. Chọn các thiết lập của định vị liền kề, vải định vị đầu tiên, theo sau bởi các đường cong định vị. | Tutorial Making a Skirt 9 5. Choose File Open Script keyLocator.mel. Select the code and drag it onto the shelf to create a button. MM drag in Linux and Windows Option-drag on Mac. Executing this script by clicking the button snaps the cloth locator onto the attach curve locator and sets a keyframe to animate it. 6. Select the adjacent set of locators cloth locator first followed by the curve locator. Press G to repeat the last command and repeat this sequence for all the locators. Using the hot keys speeds this process. If all went well when you scrub the Timeline from frames 1 through 5 the locators will move from their position on the cloth mesh smoothly to the attach curve. When the simulation runs the top row of cloth vertices will follow these locators to their designated spot on the attach curve. Making the Model a Collision Object In order for the skirt to drape around the model you must tell the solver that the garment should collide against this object. To do so follow these steps 1. Select Inuyasha_skin and choose Cloth Create Collision Object. 2. Look under the shape node in the Channel box. You should see several collision-related attributes as in Figure 1.14. Set Collision Offset and Collision Depth to 0.5. These values tell the cloth solver how much distance to keep between the garment and the collision object. Measured in centimeters 0.5 is enough of a buffer to prevent the collision object from poking through the skirt but is small enough to keep it from looking puffed out around the collision model. Figure 1.14 Collision Object attributes. The output goes to the cpSolver1 node. Assigning cpSolver and cpProperty Attributes The cpSolver and cpProperty attributes largely define the shape of your cloth and how it reacts to forces. The cpSolver node affects the garment on a global basis and is the single-most important control over Cloth. It should be one of the first items you adjust when developing a new garment. Each panel has an assignable .