Yintoni ehambayo kwi-3D Animation?

Kwiifayile zekhompyutheni , xa umzekelo- mveliso eqeda ukwakha umlingiswa, imodeli e-static ye-3D, ecinga ukuba imifanekiso yeemabula. (Kwaye ukuba uke wazama ukubuza nokwenza imifanekiso yeemabula, mhlawumbi uyazi ukuba iyakusondela kungekudala).

Ngaphambi kokuba imodeli yesimo se-3D inganikezelwa kwiqela leentengiso, kufuneka libophelelwe kwinkqubo yamalungu kunye nokulawula ukulawula ukuze iifayile zikwazi ukwenza umzekelo. Le nkqubo igqityiwe ngabaculi abaziwa ngokuba ngabalawuli bezakhono zobugcisa (TDs) okanye abagijimi.

Iimpawu zeTDs zisebenza ngokusondeleyo kunye neentetho zokuqinisekisa ukuba nayiphi na imiba ethile yobugcisa inikwe ingxelo, kodwa umsebenzi wabo oyintloko kukuthatha i- 3D stings mesh kunye nokwenza ikulungele ukukhuphela i-animation-inkqubo ebizwa ngokuba yi-rigging.

Ukuguquka

Umgca wesigqirha sisisigidi sedijithali esibophelelwe kwi-3D mesh. Njengengqungquthela yokwenene, i-rig igqitywa ngamalungu kunye namathambo, ngasinye sisebenza njengendlela "yokusingatha" ukuba i-animators ingasebenzisa ukugoba umgca kwi-pose efunwayo.

Umgca wemilo ungabonakala kwizinto ezilula kunye neengqungquthela ukuxakeka. Ukusekwa okuyisiseko ekumeni okulula kunokwakhiwa kwiiyure ezimbalwa, ngelixa i-rig epheleleyo ichazwe kwifilimu ingadinga iintsuku okanye iiveki ngaphambi kokuba umlingani alungele ukukhutshwa kwezinga lePixar.

Ukubeka iSkeleton

Ukufakwa kwesigxina mhlawumbi kuyona nto elula kakhulu kwinkqubo yokukhwela. Ngona kunjalo, amanxeba kufuneka afakwe ngqo apho aya kuba se-real-squelet skeleton, enye enye okanye ezimbini.

Iimpawu zeKinematics

IK rigging yinkqubo echaseneyo esuka kwi-kinematics phambili kwaye isetyenziselwa isisombululo esisebenzayo sokubamba iingalo nemilenze yomdlali. Ngomlinganiselo we-IK, iqhagamshelo eliphelayo lifakwa ngqo kwi-animator, ngelixa amajoyina angentla apha kwi-hierarchy zichazwe ngokuzenzekelayo ngesofthiwe.

I-IK iyona nto ifanelekileyo xa i-animation ifuna ukuba iqhagamshelo elimisiweyo libekwe ngokuchanekileyo kunye ne-$ 151; umlingisi okhwela kwinqanaba ngumzekelo omhle. Ngenxa yokuba izandla kunye neenyawo zezakhono zingasetyenziselwa ngokuthe ngqo kumanqanaba eendlela kunokuba i-animator ihlaziye indawo yazo ngokubambisana ngokubambisana, isigqeba se-IK singenza inkqubo yokukhupha iphumelele ngakumbi. Enye impendulo yile nto kukuba ngenxa yokuba i-IK iifayile isebenzisa intetho ye-software, kudla rhoqo umsebenzi omncedisayo omele wenziwe ukuze uqukumbe.

Amagatya eNkululeko / iingxaki

Xa ukhonkxa, gcinani engqondweni ukuba amajoyina afana namagqabi kunye namadolo aphelelweyo kwinqanaba elilodwa lenkululeko kweli lizwe lokwenene, oku kuthetha ukuba banokukhahlela kuphela i-axis. Ngokufanayo, intamo yomntu ayikwazi ukujikeleza i-360 degrees epheleleyo. Ukukunceda ukukhusela imifanekiso engabonakaliyo, yinto efanelekileyo yokuseka imimiselo edibeneyo xa uyakha istgi sakho. Sizakuqwalasela oku ngakumbi kwi-tutorial.

Squash kunye noNqatha

Enye ingqwalasela okumelwe ukuba yenziwe kukuba ingaba isigxina siya kuxhasa i-squash kunye nokwelula, nokuba ingaba umlingani uya kuphelelwa ukuba unyuke ngokwenene. I-Squash kunye nokwelula ngumgaqo obalulekileyo kwi- animated cartoon animation , kodwa ngokuqhelekileyo ayibukeli kakuhle kwifilimu / i-VFX yomsebenzi. Ukuba ufuna isigxina sakho ukugcina ubungakanani bezinto ezintle, kubalulekile ukusetha umqobo wokutshixa isikhundla sendidi nganye ngokumalunga nalo lonke udidi.

Ukuguqula ubuso

Umgca wesigqithiso somzimba uvame ukuhluke ngokupheleleyo kwiilawuli ezihamba phambili. Akunakulungelekanga kwaye kunzima kakhulu ukudala umgca obuswanelisayo obunomzimba usebenzisa isakhiwo somdabu ohlangeneyo / isistim, ngoko ke iithagethi ze-morph (okanye ukuxuba imilo) zivame ukubonwa njengesisombululo esiphezulu. Ubuso bokugubungela ubuso bubangesihloko kunye ngokwalo, ngoko-ke, jongani ukuba inqaku lihlolisise isihloko ngokubanzi.