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绑定的艺术——Maya高级角色骨骼绑定技法(第2版)

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绑定的艺术——Maya高级角色骨骼绑定技法(第2版)

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角色骨骼绑定是CG动画制作的重要组成部分,骨骼绑定的每一个步骤都影响着最终的动画效果。《绑定的艺术——Maya高级角色骨骼绑定技法(第2版)》对动画制作中骨骼绑定环节涉及的人体关节活动范围、骨骼创建、约束、蒙皮等基本概念和动画技术进行了全面系统的介绍,并以图文并茂的形式向读者讲述了利用Maya软件进行角色骨骼绑定的高级技法。
《绑定的艺术——Maya高级角色骨骼绑定技法(第2版)》分为3篇,共17章。第1篇(第1~6章)为角色设定基础,主要讲解创建骨骼装配常用的各项命令及实例;第2篇(第7~15章)为角色高级设定,主要讲解绑定中的常用技巧,包括骨骼拉伸、IKFK无缝转换、膝盖锁定、手部无缝跟随头和腰、躯干IKFK共存等;第3篇(第16~17章)为MEL应用,主要讲解设定中常用的MEL命令。书中的每个实例都来自实际动画制作过程并经过作者多次测试。附录中包含了骨骼绑定规范及各部分骨骼常用名称,以供读者参考。随书光盘中提供了书中所有教学案例的源文件,以及第7章至第15章的视频教学文件,以方便读者深入学习并尽快掌握所学知识。
《绑定的艺术——Maya高级角色骨骼绑定技法(第2版)》适合CG游戏骨骼绑定师和CG动画制作相关专业的学生阅读、参考。
Author Description

刘慧远,原国内某知名CG游戏外包公司资深动画师,曾担任某项目动画组组长,现为自由职业者。拥有8年游戏动画、绑定及模型制作经验,曾参与国际知名游戏公司的原创项目制作,如EA的《The Simpsons》(辛普森一家)、《Dantes Inferno》(但丁地狱)、《Dead Space》(死亡空间),以及Google的《Lively》等。2012年创办了“一线CG三维艺术网”,并录制了《ZBrush三维人体结构》、《Maya车辆绑定的艺术》等视频教程。

朱恩艳,原国内某知名CG游戏外包公司资深模型师,现为自由职业者。拥有5年游戏模型制作经验,曾参与国际知名游戏公司的原创项目制作,如EA的《The Simpsons》(辛普森一家)、《Dantes lnferno》(但丁地狱),以及Google的《Lively》等。2012年创办了“一线CG三维艺术网”。
Catalogue

目录

第1篇角色设定基础

第1章人体关节正常活动范围21
1.1人体骨骼概述21
1.2上肢关节活动范围21
1.2.1头部活动范围21
1.2.2肩部活动范围22
1.2.3手臂活动范围23
1.2.4肘部活动范围23
1.2.5手部活动范围24
1.2.6腰部活动范围25
1.3下肢关节活动范围25
1.3.1腿部活动范围25
1.3.2膝部活动范围26
1.3.3脚部活动范围26

第2章骨骼创建27
2.1骨骼创建命令27
2.1.1Maya骨骼概述27
2.1.2骨骼创建工具(Joint Tool)27
2.1.3插入骨骼工具(Insert Joint Tool)29
2.1.4重置根关节(Reroot Skeleton)29
2.1.5清除骨骼(Remove Joint)30
2.1.6断开骨骼(Disconnect Joint)30
2.1.7连接骨骼(Connect Joint)31
2.1.8镜像骨骼(Mirror Joint)31
2.1.9定向骨骼(Orient Joint)33
2.2正向动力学与反向动力学34
2.2.1正向动力学与反向动力学概述34
2.2.2正向动力学(FK)34
2.2.3反向动力学(IK)35
2.2.4IK手柄工具(IK Handle Tool)35
2.2.5样条IK(IK Spline Handle Tool)37
2.2.6样条IK范例37
2.3父子层级控制40
2.3.1父子层级控制概述40
2.3.2创建父子层级关系40
2.3.3解开父子层级关系40
2.4组及控制器定位41
2.4.1组及控制器定位的重要性41
2.4.2通过组定位控制器41
2.5自定义属性及驱动关键帧43
2.5.1自定义属性概述43
2.5.2自定义属性范例43
2.5.3属性关联44
2.5.4驱动关键帧(Set Driven Key)45
2.5.5驱动关键帧范例45
2.6角色身体骨骼定位46
2.6.1躯干骨骼的结构46
2.6.2躯干骨骼定位46
2.6.3腿部骨骼定位47
2.6.4手臂骨骼定位47
2.6.5桡骨骨骼解决方案48
2.6.6锁骨定位48
2.6.7手指骨骼定位49
2.6.8骨骼轴向检查49
2.6.9镜像骨骼50

第3章约束51
3.1约束(Constrain)概述51
3.2点约束(Point)51
3.2.1创建点约束51
3.2.2X衣架范例53
3.3方向约束(Orient)59
3.4缩放约束(Scale)60
3.5父子约束(Parent)60
3.6极向量约束(Pole Vector)61
3.7目标约束(Aim)61
3.7.1创建目标约束62
3.7.2液压系统范例62
3.7.3活塞系统范例64
3.8其他约束66
3.8.1几何体约束(Geometry)66
3.8.2法线约束(Normal)66
3.8.3切线约束(Tangent)66

第4章角色蒙皮设定67
4.1蒙皮概述67
4.2光滑蒙皮(Smooth Bind)67
4.2.1通过属性编辑器来调整蒙皮的权重68
4.2.2权重的绘制69
4.3镜像权重(Mirror Skin Weights)70
4.4添加影响(Add influence)70
4.5刚体蒙皮命令(Rigid Bind)72
4.6分离权重(Detach Skin)73
4.7转到绑定姿势(Go To Bind Pose)74
4.8cometScripts插件74
4.8.1cometScripts插件简介74
4.8.2cometScripts插件安装方法74
4.8.3重命名工具74
4.8.4权重绘制76
4.8.5权重保存78
4.8.6权重镜像78

第5章变形器81
5.1变形的概念和用途81
5.2变形的种类81
5.3融合变形(Blend Shape)81
5.3.1创建融合变形82
5.3.2融合变形添加、移除及交换84
5.4晶格变形(Lattice)84
5.4.1创建晶格变形效果84
5.4.2重设影响晶格点和去除曲扭85
5.5包裹变形(Wrap)86
5.5.1创建包裹变形86
5.5.2添加和去除包裹影响体87
5.6簇变形(Cluster)87
5.6.1创建簇变形87
5.6.2绘画簇权重88
5.7软变形(Soft Modification)89
5.8非线性变形工具(Nonlinear)概述90
5.8.1创建弯曲变形(Blend)90
5.8.2创建扩张变形(Flare)91
5.8.3创建正弦变形(Sine)92
5.8.4正弦变形创建骨骼自动尾随93
5.8.5创建挤压变形(Squash)95
5.8.6创建扭曲变形(Twist)95
5.8.7创建波形变形(Wave)96
5.9造型变形(Sculpt Deformer)97
5.10颤动变形(Jiggle Deformer)98
5.10.1创建颤动变形99
5.10.2创建颤动缓存99
5.10.3删除颤动缓存99
5.11线变形工具(Wire Tool)100
5.12褶皱变形(Wrinkle Tool)101
5.12.1褶皱变形的种类101
5.12.2创建褶皱变形101

第6章Maya设定常用材质节点工具103
6.1材质节点概述103
6.2节点创建方法103
6.3节点的输入和输出104
6.4乘除节点(Multiply Divide)104
6.5平均数节点(Plus Minus Average)106
6.6翻转节点(Reverse)109
6.7条件节点(Condition)110
6.8融合节点(blendColors)113
6.9限制节点(Clamp)115
6.10距离节点(distanceBetween)117

第2篇角色高级设定

第7章胳膊系统设定120
7.1胳膊不跟随肩部120
7.1.1肩部带动胳膊概述120
7.1.2手臂骨骼创建120
7.1.3手臂控制器创建120
7.1.4通过约束控制不跟随肩部121
7.1.5创建跟随开关122
7.1.6跟随开关参数关联123
7.2肩部无翻转124
7.2.1肩部无翻转概述124
7.2.2无翻转的原理124
7.2.3手臂骨骼创建124
7.2.4创建手臂控制器125
7.2.5创建肩部辅助骨骼125
7.2.6锁定肩部骨骼126
7.2.7二头肌骨骼递减表达式126
7.3胳膊自动扭曲系统127
7.3.1制作思路127
7.3.2创建骨骼及IK127
7.3.3设置高级扭曲系统128
7.3.4创建辅助控制骨骼128
7.3.5创建层级128
7.3.6创建簇控制样条曲线129
7.3.7创建辅助骨骼拉伸129
7.3.8创建其他辅助骨骼129
7.3.9匹配手臂骨骼130
7.4肢体次级骨骼131
7.4.1肢体次级骨骼原理131
7.4.2创建毛发系统132
7.4.3创建次级骨骼132
7.4.4创建控制骨骼133
7.4.5创建locator辅助控制器133
7.4.6为nurbus刷权重134
7.4.7约束控制骨骼134
7.4.8为平面绘制权重136
7.4.9次级骨骼匹配到手臂上136

第8章躯干系统设定138
8.1躯干单骨骼线性IKFK共存138
8.1.1制作思路138
8.1.2创建躯干骨骼及IK138
8.1.3创建躯干IK控制器及层级关系138
8.1.4创建躯干FK控制器139
8.1.5IK与FK控制器之间层级139
8.2躯干IKFK共存技术140
8.2.1制作思路140
8.2.2躯干IKFK共存原理140
8.2.3骨骼及控制器创建141
8.2.4创建躯干控制器142
8.2.5创建躯干约束142
8.3躯干IKFK共存JS法144
8.3.1躯干骨骼及IK创建144
8.3.2辅助骨骼控制样条IK144
8.3.3创建辅助控制骨骼及控制器145
8.3.4辅助骨骼约束控制145
8.4躯干无翻转系统147
8.4.1躯干控制骨骼及控制器创建147
8.4.2辅助Locator创建149
8.4.3平均节点控制Locator组150

第9章三套骨骼及骨骼拉伸系统设定154
9.1IK骨骼拉伸——表达式方式154
9.1.1Transfor方式骨骼拉伸等长原理154
9.1.2Transfor方式骨骼拉伸不等长原理154
9.1.3Scale方式骨骼拉伸原理154
9.1.4创建腿部骨骼及IK155
9.1.5创建腿部骨骼测量及控制器155
9.1.6骨骼常规拉伸156
9.1.7骨骼无限拉伸157
9.1.8骨骼拉伸开关157
9.1.9骨骼拉伸后腿部形状保持159
9.1.10线性IK骨骼拉伸及挤压159
9.2IK骨骼拉伸——节点方式162
9.2.1节点方式制作概述162
9.2.2创建腿部骨骼空组163
9.2.3创建拉伸所需节点163
9.2.4连接距离节点164
9.2.5连接条件节点164
9.2.6连接乘除节点165
9.2.7连接融合节点165
9.2.8融合节点输出值分配给各骨骼165
9.3三套骨骼——表达方式166
9.3.1三套骨骼制作思路166
9.3.2三套骨骼创建166
9.3.3创建IK控制手柄及控制器167
9.3.4创建FK控制器168
9.3.5FK控制器约束骨骼168
9.3.6IK控制骨骼约束绑定骨骼169
9.3.7FK控制骨骼约束绑定骨骼169
9.3.8骨骼及控制器显示表达式169
9.3.9约束开关表达式170
9.3.10约束开关表达式原理171
9.4三套骨骼——节点方式171
9.4.1三套骨骼——节点方式概述171
9.4.2创建融合节点172
9.4.3融合节点控制三套骨骼显示原理172
9.4.4节点连接控制器显示173
9.4.5融合节点控制约束节点174

第10章脚部系统设定176
10.1脚部设置——打组法176
10.1.1脚部打组法概述176
10.1.2脚部打组方法一176
10.1.3创建腿部控制器176
10.1.4脚部打组确定旋转轴177
10.1.5控制器属性关联179
10.1.6限制脚部组旋转180
10.1.7脚部打组方法二181
10.1.8脚部打组方法三183
10.2脚部设置——反转脚185
10.2.1反转脚概述185
10.2.2创建腿部骨骼及IK185
10.2.3创建IK手柄及控制器186
10.2.4脚部属性关联187
10.2.5创建其他旋转轴187
10.2.6使用min和max创建脚部side系统188
10.3脚部设置——Roll系统189
10.3.1使用条件语句和clamp函数创建Roll系统189
10.3.2使用linstep创建Roll系统190
10.3.3linstep函数Roll系统所用表达式详解191

第11章膝盖锁定系统设定193
11.1膝盖肘部锁定——节点193
11.1.1膝盖肘部锁定制作思路193
11.1.2创建手臂骨骼及控制器193
11.1.3创建距离测量194
11.1.4通过节点创建骨骼拉伸196
11.1.5肘部锁定节点199
11.2膝盖肘部锁定——表达式203
11.2.1表达式制作膝盖肘部锁定204
11.2.2嵌套条件语句制作膝盖肘部锁定205
11.2.3嵌套语句原理206

第12章无缝转换系统设定207
12.1parent控制器制作及IKFK控制器颜色技巧207
12.1.1Parent控制器制作思路207
12.1.2创建形体208
12.1.3Parent命令结合形体节点208
12.1.4表示式控制形体颜色变化209
12.2IKFK无缝转换210
12.2.1无缝转换制作思路210
12.2.2创建Locator定位211
12.2.3MEL控制无缝转换211
12.2.4无缝转换MEL命令说明213
12.3手部无缝跟随头和腰213
12.3.1无缝跟随制作思路213
12.3.2创建手部及控制器213
12.3.3创建头腰约束214
12.3.4MEL控制无缝跟随215
12.4头部无缝跟随脖子切换216
12.4.1创建骨骼及控制器216
12.4.2创建约束及添加自定义属性217
12.4.3MEL控制无缝跟随218
12.5自定义右键弹出命令219
12.5.1自定义右键弹出命令概述219
12.5.2IKFK无缝转换MEL打包219
12.5.3Reset MEL打包220
12.5.4制作鼠标右键快捷键221
12.5.5修改dagMenuProc.mel222
12.5.6将上述MEL输入到表达式中223

第13章手部系统设定224
13.1手部翻转控制224
13.1.1翻转原理224
13.1.2创建手部及辅助骨骼224
13.1.3创建手部IK及控制器225
13.1.4创建Locator定位226
13.1.5创建手部层级关系226
13.1.6参数关联控制手腕翻转227
13.2手指控制——表达式228
13.2.1制作思路228
13.2.2创建手部骨骼及控制器228
13.2.3手部控制器属性及参数关联229
13.2.4表达式控制手指弯曲及分开231
13.3Gimbal Lock万向节锁232
13.3.1万向节锁原理232
13.3.2万向节锁解决办法233

第14章面部系统设定235
14.1面部骨骼直接控制235
14.1.1眉毛骨骼定位235
14.1.2眼睛骨骼定位235
14.1.3颧骨骨骼定位236
14.1.4脸颊骨骼定位236
14.1.5下巴骨骼定位236
14.1.6头骨及脖子骨骼定位237
14.1.7下颌骨骼定位237
14.1.8舌头骨骼定位237
14.1.9下巴层级骨骼定位237
14.2面部融合变形UI面板制作239
14.2.1软选工具应用239
14.2.2创建BlendShape239
14.2.3创建UI控制器240
14.2.4表达式控制UI面板241
14.2.5控制器x轴位移控制左右嘴角241
14.2.6左右嘴角控制原理242
14.2.7控制器在左上角和右上角起作用242
14.2.8控制器y轴为1时,左右嘴角起作用242
14.3面部次级骨骼243
14.3.1制作思路243
14.3.2模型及Blend Shape创建243
14.3.3创建粒子发射器243
14.3.4创建次级骨骼及绘制权重244
14.3.5参数关联及表达式245
14.3.6其他附着表面工具制作方法及优缺点246
14.4眼球自动跟随眼皮247
14.4.1眼球自动跟随眼皮的制作思路247
14.4.2约束控制247
14.4.3眼球向下自动闭眼表达式248
14.4.4眼球旋转带动眼皮轻微运动表达式248
14.5头部挤压拉伸249
14.5.1骨骼及控制器创建249
14.5.2表达式控制骨骼挤压250

第15章骨骼动力学及尾巴系统设定251
15.1骨骼动力学251
15.1.1制作思路251
15.1.2创建骨骼及IK251
15.1.3创建柔体251
15.1.4创建弹簧系统252
15.2自动尾随系统设置253
15.2.1sin函数原理253
15.2.2默认sin函数效果253
15.2.3改变上下幅度254
15.2.4改变左右幅度254
15.2.5创建骨骼及控制器254
15.2.6表达式控制尾随255
15.3自动尾巴卷曲技术255
15.3.1制作思路255
15.3.2创建骨骼及控制器256
15.3.3表达式控制卷曲257
15.3.4表达式原理258

第3篇MEL应用

第16章MEL基础259
16.1理解MEL260
16.2MEL的重要性260
16.3如何学习MEL260
16.4MEL和表达式的区别260
16.5MEL编辑器261
16.6命令行(Command Line)261
16.7脚本编辑器262
16.8MEL命令(Command)262
16.9MEL命令快速帮助262
16.10建立快捷按钮(Shelf)263
16.11编辑快捷按钮264
16.12自定义快捷菜单264
16.13其他常用菜单命令及快捷按钮265
16.14Maya插件的一般安装方法265
16.15MEL运算符266
16.15.1数学运算符266
16.15.2关系运算符266
16.15.3逻辑运算符266
16.15.4赋值运算符266
16.16变量266
16.16.1浮点型变量266
16.16.2整数型变量267
16.16.3字符串变量267
16.16.4矢量变量267
16.16.5预定义变量267
16.16.6在全局中使用自定义变量267
16.16.7变量(variable)的规范267
16.17数组268
16.17.1数组声明268
16.17.2给数组赋值268
16.18print命令269
16.19条件语句269
16.20select命令270
16.21setAttr命令270
16.22表达式271
16.23headsUpMessage命令273
16.24ls-sl命令273
16.25函数274
16.25.1min最小值函数274
16.25.2max函数274
16.25.3Clamp函数275
16.25.4sin三角函数275
16.25.5cos三角函数275
16.25.6linstep曲线函数275
16.25.7linstep函数算法275

第17章MEL高级窗口275
17.1MEL窗口概述276
17.2创建窗口276
17.2.1window命令(创建窗口)276
17.2.2showWindow命令(显示窗口)277
17.2.3标签命名277
17.2.4设置窗口的大小277
17.2.5窗口命名278
17.2.6deleteUI命令(销毁界面元素)278
17.2.7条件语句使用deleteUI命令279
17.2.8window常用子命令279
17.3控件(Control)及布局(Layout)279
17.3.1控件及布局概述279
17.3.2rowColumnLayout命令(横竖布局)280
17.3.3text命令(静态文本)282
17.3.4改变文字与按钮之间间隔282
17.3.5separator命令(分割线)284
17.3.6symbolBotton命令(图标按钮)287
17.3.7command命令(执行命令)289
17.3.8层级关系290
17.3.9setParent命令(指定当前布局)290
17.3.10columnLayout命令(竖布局)290
17.3.11使文本框内名称与创建的球体名称相同291
17.3.12rowLayout命令(横布局)292
17.3.13rowColumnLayout命令(横竖布局)293
17.3.14scrollLayout命令(滚动布局)294
17.3.15frameLayout命令(边框布局)294
17.3.16paneLayout命令(窗格布局)298
17.3.17tabLayout命令(标签布局)299
17.3.18formLayout命令(表单布局)300
17.3.19gridLayout命令(格子布局)304
17.3.20menuBarLayout命令(菜单条布局)305
17.3.21shelfLayout命令(工具架布局)306
17.3.22shelfTabLayout命令(工具架标签布局)307
17.3.23“confirmDialog”命令(确认对话框)307

附录角色设定规范
附录A骨骼绑定规范311
附录B骨骼常用名称319

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Brand Jingdong book
Brand Origin China

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