群星
ParaWikis
最新百科
都市天际线2百科
英雄无敌3百科
维多利亚3百科
奇妙探险队2百科
罪恶帝国百科
英白拉多:罗马百科
热门百科
群星百科
欧陆风云4百科
十字军之王2百科
十字军之王3百科
钢铁雄心4百科
维多利亚2百科
ParaWikis
申请建站
ParaWikis
ParaCommons
最近更改
随机页面
加入QQ群
工具
链入页面
相关更改
特殊页面
页面信息
页面值
阅读
编辑
编辑源代码
查看历史
讨论
编辑“
Portrait modding
”(章节)
警告:
您没有登录。如果您做出任意编辑,您的IP地址将会公开可见。如果您
登录
或
创建
一个账户,您的编辑将归属于您的用户名,且将享受其他好处。
反垃圾检查。
不要
加入这个!
==== Animation ==== To get better deformations on your mesh you should cut it up (add more splits) to get more polygons where the mesh will deform. Now let’s continue to your skeleton, the skinning of the character, animating it and exporting it. If you have created the skeleton already with the structure which can be seen above you need to skin the meshes to it. To do this go to the "Rigging" menu in Maya > Skin > Bind Skin and press the options box. Make sure your settings looks like in the picture below, important is to have 4 max influences and uncheck "Remove unused influences". [[File:Portrait skinning settings.jpg]] ''Portrait skinning settings'' When you have tweaked the skinning, by using the Paint Skin Weights Tool for each mesh, you need to animate it. First you need to give the root joint an animation attribute which will control where your animations start and where they end. To do this, select the root joint, open the export window and press "add animation attr." while having the correct exporting project selected (in which you might have a few animation strings already specified). This will add a new attribute to your joint which can be seen in the Channel Box. If you already had some animation strings in your Stellaris export project, in the clausewitz.txt file, these can now be found in the animation attribute on the root joint. You need to have at least one called "none" and one other with whatever name you prefer. If you don't have an animation called "none" you can add one manually if you select the root joint, go to "Modify" and select "Edit Attribute". In the new window, select the animation attribute and click on any slot under "Enum Names" to add a new state and name it "none". Now when you animate your character you need to set a key on the animation attribute on the root joint for where your animations start with "idle" (for example) and "none" where they end. If done correctly, it should look like in Fig.5, each pillar is an animation and the space between where the graph is on 0 value it is "none". [[File:Portrait rigging fig5.jpg]] ''Fig.5: Graph of “animation” attribute for “root” joint''
摘要:
请注意您对群星百科的所有贡献都被认为是在知识共享署名-非商业性使用-相同方式共享下发布,请查看在
群星百科:版权
的细节。如果您不希望您的文字被任意修改和再散布,请不要提交。
您同时也要向我们保证您所提交的内容是您自己所作,或得自一个不受版权保护或相似自由的来源。
未经许可,请勿提交受版权保护的作品!
为防止机器编辑,请完成下方验证
取消
编辑帮助
(在新窗口中打开)
×
登录
密码
记住登录
加入群星百科
忘记密码?
其他方式登录