CmiVFX Multi-Use Character Set Up Dual Video Kit(Maya动画角色人物设置)

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CmiVFX出品的Maya动画角色人物设置技巧,本教程共包含两个卷,第一卷是3小时22分,第二卷是2小时2分.

虽然3D软件都发展了好久,各个软件做角色动画可以说是都非常好用了,不过想得好却有很多要注意的,而这部教程就是讲解maya的角色动画的技巧,很棒的哦。


Maya 是目前世界上最为优秀的三维动画的制作软件之一,主要是为了影视应用而研发的,所以在出世后不久就在《精灵鼠小弟》、《恐龙》等这些大片中一展身手。除了 影视方面的应用外Maya在三维动画制作,影视广告设计,多媒体制作甚至游戏制作领域都有很出色的表现。初识Maya 是目前世界上最为优秀的三维动画的制作软件之一,它是Alias|Wavefront公司在1998年才推出的三维制作软件。虽然相对于其他老牌三维制作 软件来说Maya还是一个新生儿,但Maya凭借其强大的功能,友好的用户界面和丰富的视觉效果,一经推出就引起了动画和影视界的广泛关注,成为顶级的三 维动画制作软件。



 This is a dual video kit that details the use of motion capture concepts in cross platform application scenarios.

In this courseware we will build a specific character rig, which can accept a custom mocap animation file, and automatically reshape it self to adapt the scale of the imported data. We then will create Import/Export data file utilities for this character, from and to Maya as well as any other 3D program. This will allow users to save animation data, or to export the animation into other 3D programs without the need for any 3rd party plugins. We will showcase this by applying .csm files ( mocap position tracks data file ) on our character, and will rebuild our character to save, import, and export this type of animation data to any other 3D program other than Maya. This is the ultimate masterclass in animation data interoperability. This course is for anyone using animation data to be use for characters, crowds or hero character shots.

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Video 01:  Multi-Use Character Setups for TD's


MoCap Character SetUp, Creating Custom Import Animation Utilities
Previously, we built a CSM exporter in 3DS Max to save Match-Mover tracks data into CSM file to use it for Character Studio.
In this video set, we will go deeper into creating the import_ export_ custom character process from scratch to break the walls between different software programs when dealing with animation data.

Importing Custom Animation Data Into Maya
in This section of the video, we will build a CSM ( positional motion capture data ) the same file we usually use as a motion capture file to transfer a positional data as motion capture file for some programs ( max, endorphin .... ) .
why CSM file, because its special, it can enable us directly importing motion data from match_mover tracks of the woman ( which doesn't have rotation data ) to guide a custom rig, exactly like CSM file guides character studio in Max, and that will enable us ( as example between two different programs ) to transferring our character's animation directly ( as we will see ) from Maya into character studio in max and visa versa.
so, we will explain some of MEL ( Maya programing language)  variables, which we will use in the importer script, then we will program a CSM importer to bring positional data into Maya from famous CSM file.

Custom Universal Maya Rig ( the same as motion builder universal character ):
in This section of the video we will go in the process of building a custom universal character to receive any kind of recorded data, motion capture or even imported from maya or any program FROM scratch, easy and explained, so we will understand the process of applying and extracting animation data usually happened in ready made character such as character studio in Max and characters in Motion builder.


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Video 02: Custom Stretchy Animation Characters

Topics Discussed

• Custom Auto Re_targeted Stretchy Universal Character and export animation utilities

• Building a utility to round numbers we will build a simple utility to round numbers ( decimal values ) in Mel.

• Building a Custom Animation Data Exporter or a save animation utility (Maya)

Adjusting the Exporter to work with other Programs( import/Export )
We will try transferring the Maya's character animation into 3Ds Max Character Studio easily, and we will discuss other programs animation extensions. For example, Endorphin.
That way we can import and export the animation data between other programs without the need for ready made importers or exporters.

Custom Auto Re-targeted Stretchy Character ( Character who automatically adapts the scale of imported data )
In this section of the video we will discuss using some simple divide and multiply nodes ( hyper-shade's nodes ) to help us modify our universal character so it will be able to stretch all its parts ( limbs and head and spine ) to Automatically rescale it self to fit the data usually assigned to CSM files from different characters scales. We will then solve missing track data problems which still existed in Max's character studio.

About The Author
Hashem Alshaer is a 34 years old Palestinian VFX supervisor. He studied mathematics and physics in college, then graduated from an electronics engineering university. With more than 10 years of experience in visual effects, he is currently teaching 3D visual effects at Arab European University's Visual Communication department. (If you are located in that area, and are looking for live training, please email us at info@cmivfx.com) Hashem started as character specialist, then as technical director, and since 2006 has become a visual effects supervisor. He loves painting and sculpting but developing smart robots is his main passion. Currently, he is working at ArtWare corp as a vfx supervisor primarily for commercials and film effects.  Recently he began work on the company's first feature film.


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