UFCEKT-20-33D Modelling and Animation 3D Modelling & Animation Character Animation: Skeletons and Joints
UFCEKT-20-33D Modelling and Animation Agenda Typical Workflow in Character Setup Skeletal Structures Joints and Attribute Modification Applying Inverse Kinematics
UFCEKT-20-33D Modelling and Animation Character Setup Preparation is referred to as Rigging Rigging process is to create an underlying skeleton that can be animated Skeletons are created with the Joint tool ( Maya) 3D Max uses BIPED Each Joint becomes part of a hierarchical structure to the other joints Joints have attributes that can be set such as limiting the joints movement Inverse Kinematics (IK) may also be applied to the skeletal structure for more natural movement of the skeletal joint-chains After a skin is created it is then bound to the internal skeleton - the movement of the internal structure determines the resulting movement of the mesh. Character skins can also be edited and deformed using Influence objects and by painting skin weights
UFCEKT-20-33D Modelling and Animation Picture Slide
UFCEKT-20-33D Modelling and Animation
UFCEKT-20-33D Modelling and Animation Picture Slide
UFCEKT-20-33D Modelling and Animation Picture Slide
UFCEKT-20-33D Modelling and Animation Picture Slide
UFCEKT-20-33D Modelling and Animation Picture Slide
UFCEKT-20-33D Modelling and Animation Picture Slide
UFCEKT-20-33D Modelling and Animation Picture Slide
UFCEKT-20-33D Modelling and Animation Picture Slide