绑定Rigging Series 2
Michael Goldfarb presents the second series of rigging in Houdini. Topics covered include updates on our previous character asset created in the first series; we will also look at how to capture geometry in general, look at bones and capture parameters, capture and deform regions, capture pose vs capture frame, aligning capture pose, capture types and finally, how to fix problem areas in our captured regions (using Edit Capture Regions, Edit Capture Weights, Paint Capture Layer, Capture Correct). To wrap this all together, we will apply everything we have covered so far onto the soldier character (he will get some bones and animation), and look at how we can correct problem areas, as well as quickly rig overlaying garment using the weights captured from the soldier body mesh, without too much extra cost.
INDEX
00:00:00 Intro and topics to be covered
00:01:14 User Considerations
00:02:12 Quick Review
00:08:50 Capture Geometry
00:24:59 Capture methods/type
00:56:51 Biharmonic vs other methods
01:12:41 Wire Capture
01:19:46 Capture Regions (arm with simple animation)
01:24:29 Edit Capture Weights
01:31:03 Paint Capture Layer
01:44:30 Rigging Soldier HDA (Biharmonic Capture)
02:04:10 Correcting Weights (Head)
02:13:57 Correcting Weights (Arm)
02:38:43 Mirror Weights
02:51:17 Post-capture Editing
03:09:38 Geometry Optimization (LOD)
03:12:46 Conclusion
谷歌翻译:
迈克尔·戈德法布(Michael Goldfarb)在胡迪尼(Houdini)介绍了第二套索具。涵盖的主题包括我们在第一个系列中创建的先前角色资产的更新;我们还将研究一般情况下如何捕获几何图形,骨骼和捕获参数,捕获和变形区域,捕获姿势与捕获帧,对齐捕获姿势,捕获类型,以及最后如何解决捕获区域中的问题区域(使用编辑捕获区域,编辑捕获权重,绘画捕获层,正确捕获)。为了将所有内容包装在一起,我们将到目前为止所覆盖的所有内容应用于士兵角色(他将获得一些骨骼和动画),并研究如何纠正问题区域,以及如何使用捕获的重量快速装配覆盖衣服从士兵的身体网眼,没有太多的额外费用。
指数
00:00:00介绍和主题
00:01:14用户注意事项
00:02:12快速查看
00:08:50捕捉几何
00:24:59捕获方法/类型
00:56:51 Biharmonic与其他方法
01:12:41线捕捉
01:19:46捕获区域(带有简单动画的手臂)
01:24:29编辑捕捉权重
01:31:03油漆捕捉层
01:44:30索具士兵HDA(双谐波捕获)
02:04:10校正体重(头部)
02:13:57校正重量(手臂)
02:38:43镜重
02:51:17捕获后编辑
03:09:38几何优化(LOD)
03:12:46结论