Demystifying 3D Animation

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This is a basic video walkthrough of the beginning steps of the animation process of rigging and skinning a 3D model in Maya, then importing to Unity. Here is a link to the mannequin model used in the video.

[00:28] - 1.) Identifying where joints will be placed.
[00:52] - Start rigging a skeleton
[01:23] - 2.) Placing the Joints.
[01:54] - a. Resizing Bones
[02:07] - b. Moving Joints
[02:17] - c. X-Ray Joints View
[02:40] - d. Labeling Joints
[03:02] - e. Center of Gravity
[03:26] - f. How to Mirror Joints
[03:54] - g. Connect Skeleton Together
[05:38] - 3.) Using IK Handles.
[06:46] - 4.) Skinning to the Mesh.
[07:11] - Selecting Mesh & Skinning to Joints
[08:15] - 5.) Basics of Animation.
[09:52] - a. Maya Animation Logic, In-Between Keys
[11:25] - b. Animation Controls/Settings
[12:13] - c. Cycle Looping Animations (for video games)
[13:31] - d. Dance
[14:49] - Conclusion of the Basics
[14:57] - Import from Maya to Unity
[15:16] - 6.) Closing statements.

Thank you Josh Smith, 3D artist. Thank you AffinityChris for Post-Production work.
If you have any feedback, or wish to share a video of your own, hit me up on Twitter @SheBuildsGames. Thanks for watching, and keep on building!

This video was recorded on April 7, 2016, using Autodesk Maya 2014.
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