...,角色动画技术日趋成熟,同时,更加便捷的算法、实时的动画和非线性动画的重要性也日益凸显,从Character Skinning(角色蒙皮)来说,今年的SIGGRAPH大会的热点集中于以下几个方面。
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第二模块,我们将通过我们的角色蒙皮使用工具如漆权重工具的过程中,那些小的权重函数和组件编辑器。
In the second module we will go through the process of skinning our character using tools such as the Paint Weights tool, the Prune Small Weights function, and the Component Editor.
这是惟一一种能被用与可边形物体的法线贴图类型,例如被蒙皮和绑定骨骼的角色。
This is the only type of normal mapping that you can use on deformable objects such as skinned or boned characters.
技术美工同时还扮演着一个主要的角色,需要提供反馈和调试复杂的资源,比如调试角色骨骼和蒙皮系统等是技术美工的日常工作。
Playing a key role in providing feedback or debugging complex assets such as character skeleton RIGS and skinning systems will be part of Technical Artists daily tasks.
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