1 / 5

Exploring 3D Morphing Animation Techniques: A Comprehensive Guide

Dive into the fascinating world of 3D morphing and animation! This guide details how 3D models can change shapes based on defined targets over time, enabling the creation of multiple variations from a single model. Learn about morph target animation, skeletal animation using bones, and the importance of rigging and animating with forward and inverse kinematics. Discover how to combine different morph states for intricate expressions and dynamic movements, making your animations more engaging and lifelike.

glenna
Télécharger la présentation

Exploring 3D Morphing Animation Techniques: A Comprehensive Guide

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Morphing, animation 3D –animaatio ja simulaatio

  2. Morphing http://luisguillermo.com/chavstro/ http://en.wikipedia.org/wiki/Morph_target_animationhttp://www.youtube.com/watch?v=nice6NYb_WAhttp://www.youtube.com/watch?v=9aO3J20W3Qs Malli muuttaa muotoaan kohteen mukaan Luodaan eri versioita samasta mallista Muutetaan mallin muota ajan mukaan Eri morph-tiloja voidaan yhdistellä ns. ”miksata” Käytetään esim. Ilmeissä, joisa tarvitaan paljon kontrollia pisteiden sijaintiin Luilla ei mahdollista

  3. Luut, Bones http://en.wikipedia.org/wiki/Skeletal_animation Toimivat luina, kuten ”ihmisellä” Liikuttamalla luita liikutetaan tiettyä osaa mallista (tiettyjä pisteitä) Luu voi vaikuttaa tietyllä voimakkuudella tiettyihin pisteisiin Luiden animointi saa mallin liikumaan

  4. Rigging Luiden paikalleen asettelua Luiden hierarkiarakenne Sääntöjen luominen luustolle Miten luut kääntyvät Siirtyvät Skaalautuvat FK vai IK

  5. Animaatio FK = Forward Kinematics http://en.wikipedia.org/wiki/Forward_kinematic_animation IK = Inverse Kinematics http://en.wikipedia.org/wiki/Inverse_kinematics http://www.docstoc.com/docs/280332/Principles-of-traditional-animation-aplied-to-3D-computer-animation

More Related