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.
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).
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.
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