K animation

K animation

Entity animation
This process is to use modeled objects to form key frame animations

The first is the animation of the entity (rigid body)

The first step in this part is to first estimate the trajectory of the object

Then look at the position of the object and the change in the rotation angle during the entire trajectory movement, etc.
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Key frame setting
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Character animation

The key to character animation is the binding of bones

Because it is different from the previous rigid body animation

The requirements of the characters are more about the movement of the joints and bones, etc.
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Bind the bones
and find the skeleton menu in the animation module

Click the skeleton menu to find the joint tool command in its sub-menu

Use the joint tool command to create a set of bones in the front view

After the skeleton is created, find the IK handle tool command in the skeleton menu to create an IK control for the skeleton

Select the IK handle tool command to create an IK control for the bone

Then find the skin menu in the menu

Click the skin menu and find the bind skin option in its sub-menu

Click the bind skin option and find the smooth bind option in the drop-down menu

After clicking the smooth bind option, we will bind the bones

Click the edit smooth skin option, and find the paint skin weights tool option in the drop-down menu. After selecting this option, adjust the weight value for each section of the bone

IK: reverse movement
FK: forward movement

difficulty
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Bone binding is definitely a difficult point

Because it is necessary to ensure the smoothness of skeletal joint movement and conform to the physiological structure as much as possible

Ensure smoothness at the transition of joints

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Origin blog.csdn.net/balabalabiubiu/article/details/90765453