一些骨骼绑定将生成一个有效输出,但有可能丢失一些信息。
Some skeleton rig will produce a valid output, but with possible loss of information.
包括建模,骨骼绑定,纹理贴图,复杂的头发,渲染以及合成。
I will cover modeling and rigging in general, texturing, working with complex hairs, rendering and compositing.
蒙皮过程包括在你的网格中绑定顶点到骨骼,还有直接指定(硬绑定)或者混合多块骨骼的影响(软绑定)。
Skinning involves binding vertices in your mesh to bones, either directly (rigid bind) or with blended influence to a number of bones (soft bind).
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.
从简单的骨绑定的人物到极其复杂的双足骨骼IK骨骼链混合绑定和驱动程序控制器。
From simple bone-rigged characters to extremely complex RIGS mixing a Biped skeleton with IK-driven bone chains and procedural controllers.
有些绑定可能带有皮肤,并看上去很笔直,但骨骼却不笔直。
Some rig may have the skin that looks straight, but underneath skeleton is not.
骨骼过去经常创建出人形绑定,但有别于动画文件。
It happens that the skeleton used to create the Humanoid Rig differs from the one in the animation file.
骨骼过去经常创建出人形绑定,但有别于动画文件。
It happens that the skeleton used to create the Humanoid Rig differs from the one in the animation file.
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