tailieunhanh - Introduction to Character Animation phần 9

Hãy dành một ít thời gian cột sống: khi đi bộ, mặt hàng đầu xoắn trên cùng của cột sống đối với nó, và các dấu cánh tay xoắn cột sống thấp hơn đối với mình. Hãy nhận biết, mặc dù, bằng cách xoay các xương cột sống thấp hơn, phía trên cột sống, cổ, và người đứng đầu sẽ luân phiên cũng | Front. Side. Top. Oblique. Spend some time on the spine when walking the leading hand twists the top of the spine toward it and the trailing arm twists the lower spine toward it. Be aware though that by rotating the lower spine bones the upper spine neck and head will rotate as well. So you may have to compensate by rotating the upper spine bones back the opposite way. After rotating the spine neck and head bones I had a pose something like the images below. Notice the eyes continue to follow the eyes bone. Front. Side. Top. Oblique. Flipping the pose Select all bones in the armature. Click the Copy pose button at the bottom of the 3D Window. This copies the keys location rotation and scale for all selected bones that already have keys. Note You may have to use MMB to pan the header of the 3D Window back and forth to find these buttons Copy the pose from frame 1 . . . Move to frame 11 with Up arrow . In frame 11 click the Paste flipped pose button. This pastes the pose in a mirror-image of the pose we just copied and is a very useful tool Note This is one reason we went through all the trouble of naming the bones l and r . Blender recognizes the bones are . . . and paste the flipped pose in frame .

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