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LightWave 3D 8
Character Animation
®
Timothy Albee
Wordware Publishing, Inc.
Library of Congress Cataloging-in-Publication Data
Albee, Timothy.
LightWave 3D 8 character animation / by Timothy Albee.
p. cm.
Includes index.
ISBN 1-55622-099-5 (pbk., companion cd-rom)
1. Computer animation. 2. Computer graphics. 3. LightWave 3D. I. Title.
TR897.7.A425 2004
006.6'96--dc22
2004023270
© 2005, Wordware Publishing, Inc.
All Rights Reserved
2320 Los Rios Boulevard
Plano, Texas 75074
No part of this book may be reproduced in any form or by any means
without permission
in
writing from Wordware Publishing, Inc.
Printed in the United States of America
ISBN 1-55622-099-5
10 9 8 7 6 5 4 3 2 1
0410
LightWave 3D is a registered trademark of NewTek, Inc.
All brand names and product names mentioned in this book are trademarks or service marks of their
respective companies. Any omission or misuse (of any kind) of service marks or trademarks should not
be regarded as intent to infringe on the property of others. The publisher recognizes and respects all
marks used by companies, manufacturers, and developers as a means to distinguish their products.
This book is sold as is, without warranty of any kind, either express or implied, respecting the contents
of this book and any disks or programs that may accompany it, including but not limited to implied
warranties for the book’s quality, performance, merchantability, or fitness for any particular purpose.
Neither Wordware Publishing, Inc. nor its dealers or distributors shall be liable to the purchaser or any
other person or entity with respect to any liability, loss, or damage caused or alleged to have been
caused directly or indirectly by this book.
All inquiries for volume purchases of this book should be addressed to Wordware
Publishing, Inc., at the above address. Telephone inquiries may be made by calling:
(972) 423-0090
Contents
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . vIii
Chapter 1
About This Book . . . .
1.1
Who Is This Book For? .
1.2
How to Use This Book .
1.3
The Models . . . . . .
1.4
The Exercises . . . . .
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1
1
3
5
6
Chapter 2
Inverse Kinematics, Forward Kinematics,
and IK Booster . . . . . . . . . . . . . . . . . . . . . . 7
2.1
FK (Forward Kinematics) . . . . . . . . . . . . . . . . . . 7
2.2
IK (Inverse Kinematics). . . . . . . . . . . . . . . . . . . 8
What Is IK? . . . . . . . . . . . . . . . . . . . . . . 8
“Standard” IK Basics . . . . . . . . . . . . . . . . . . 9
“Standard” IK Hazards . . . . . . . . . . . . . . . . 16
“Standard” IK Rules. . . . . . . . . . . . . . . . . . 28
2.3
IK Booster . . . . . . . . . . . . . . . . . . . . . . . . 28
Applying IK Booster . . . . . . . . . . . . . . . . . . 28
Long Chain Dependability . . . . . . . . . . . . . . 31
IK Booster and Movement. . . . . . . . . . . . . . . 32
IK Booster and Keyframes. . . . . . . . . . . . . . . 32
Pose and Motion Saving and Loading . . . . . . . . . 35
Quaternion Rotations . . . . . . . . . . . . . . . . . 37
Keyframe Move Mode . . . . . . . . . . . . . . . . 37
2.4
Newbie Sensory Overload . . . . . . . . . . . . . . . . 39
Prepping Your Character for Setup . . . . . . . . . . . 41
3.1
Where Is He Going to Bend? . . . . . . . . . . . . . . . 42
3.2
Pre-bending to Help IK . . . . . . . . . . . . . . . . . . 45
Boning Your Character . . . . .
4.1
Adding Bones to Your Character
4.2
Spinal Controls . . . . . . . .
4.3
Hand Controls . . . . . . . . .
4.4
Foot Controls . . . . . . . . .
4.5
Fingers. . . . . . . . . . . . .
4.6
IK System Skelegons . . . . . .
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53
54
55
62
66
69
72
Chapter 3
Chapter 4
iii
Contents
Chapter 5
Converting, Organizing, and Aligning . . . . . . . . . 85
5.1
Converting Skelegons to Bones . . . . . . . . . . . . . . 85
5.2
Organizing the Schematic into Something Helpful . . . . 89
5.3
Aligning the Spine, Pelvis, and Feet . . . . . . . . . . . . 91
5.4
Bone Hierarchy . . . . . . . . . . . . . . . . . . . . . 99
5.5
Recording Pivot Rotations . . . . . . . . . . . . . . . . 102
5.6
Recording Bone Rest Information . . . . . . . . . . . . 105
Putting IK and IKB to Work . . . . . . . . . . .
6.1
Terminating IK Chains . . . . . . . . . . . . . .
6.2
Creating Goal Objects . . . . . . . . . . . . . .
6.3
Activating IK . . . . . . . . . . . . . . . . . . .
6.4
Activating Individual Controllers. . . . . . . . . .
6.5
Deactivating Individual Manual Controls . . . . .
6.6
Applying IK Booster . . . . . . . . . . . . . . . .
Point Weighting . . . . . . . . . . . . . . . . .
7.1
Point Weighting Basics . . . . . . . . . . . . . .
7.2
Beginning the Point Weighting Process . . . . . .
7.3
Swapping Models and Testing Weight Mappings .
7.4
The Use Weight Map Only Option . . . . . . . .
7.5
Finding Stray Points . . . . . . . . . . . . . . . .
7.6
Straightening the Feet for Animation . . . . . . .
7.7
Putting Him Through the Motions . . . . . . . . .
7.8
Tidying Up . . . . . . . . . . . . . . . . . . . .
Using the Controls . . . . . . .
8.1
The Model Itself. . . . . . . .
8.2
Root . . . . . . . . . . . . .
8.3
Pelvis . . . . . . . . . . . . .
8.4
Spinal Bones . . . . . . . . .
8.5
Head . . . . . . . . . . . . .
8.6
Hand Translation Controls . .
8.7
Hand Rotation Controls . . . .
8.8
Shoulder Controls . . . . . .
8.9
Elbow Controls . . . . . . . .
8.10
Foot Controls . . . . . . . .
8.11
Toe Controls. . . . . . . . .
8.12
Knee Controls . . . . . . . .
8.13
The Fingers and Thumb . . .
8.14
Notes on Modifying the Setup
8.15
IK Booster Controls . . . . .
Fingers/Toes . . . . . . .
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107
107
109
112
114
122
125
133
134
135
148
156
157
161
166
167
169
170
171
172
173
175
176
177
178
179
180
181
182
183
186
187
188
Chapter 6
Chapter 7
Chapter 8
iv
Zgłoś jeśli naruszono regulamin