2014年5月13日 星期二

Working with Euler Curves on Biped Animation : 用Euler Curves 調Biped 動畫

Recently, I animated a character that is rigging by biped in 3dsmax. I used to reference a character in my scene in Maya. Yes, i am a maya user and like to animate with graphic editor.
So,i would like to find a editor such as graphic editor in 3dsmax !!



Curve Editor and Workbench

____You can control a biped's position and orientation using Euler curves in addition to quaternion curves in the Workbench and Curve Editor. Using the Euler XYZ controller is an efficient way to animate your biped because you can use Bezier tangents to change the interpolation of your XYZ curves (quaternion curves do not have tangents). To learn more about how the Euler XYZ and TCB Rotation controllers differ from each other, refer to Euler XYZ Rotation Controller.
You can switch between Euler XYZ and TCB Rotation controllers via the Quaternion/Euler rollout. The Curve Editor displays the animation curves based on the chosen controller. Each curve is labeled starting with one of the following:
  • “Quaternion Rotation of the ...”
  • “Tangent Euler Rotation of the ...”
  • “TCB Euler Rotation of the ...”

你可以控制一個biped的位移和方向,在Workbench和Curve Editor使用Euler curves,除了quaternion curve。使用Euler XYZ 控制器是個有效率的方法,去對你的Biped調動作,因為你可以用貝茲切線去改變你的XYZ曲線的插補(quaternion就沒有貝茲切線)。學習更多有關Euler XYZ和TCB旋轉的控制器兩者如何不一樣,參考Euler XYZ Rotation Controller.你可以轉換Euler XYZ 和TCB Rotation 控制器透過Quaternion/Euler rollout. 在Curve Editor可以依據所選的控制器顯示動畫曲線,每條Curve被標示的開頭如下


  • “Quaternion Rotation of the ...”
  • “Tangent Euler Rotation of the ...”
  • “TCB Euler Rotation of the ...”



 Euler label
Quaternion label

____You can animate most biped parts (center of mass, pelvis, spine, head, neck, arms, legs, and tail) in Euler. However, fingers and toes are considered differently, as all first base links are controlled as quaternion and any subsequent links as TCB/Euler. Fingers and toes do not have tangents.
____Biped limbs with only one degree of freedom (DOF), such as forearms and lower legs, are controlled with a single TCB/Euler curve.


你可以對大部分的Biped用Euler做動畫(軀幹,骨盆,脊椎,頭,脖子,手臂,腿,尾巴)。然而手指和腳趾是不一樣,所有的第一層級連結被quaternion控制並且任何後續的層級被TCB/Euler控制。手指和腳趾沒有切線。

Biped四肢中,擁有只有一個自由方向(Rot Curve)的部位,如前臂,小腿,他們只被一條TCB/Euler曲線控制。



_____NoteProps are not supported with the Euler controller.
Rotation curves on a biped (including its center of mass) are always set in local parent space, whether they are controlled in Euler or quaternion.
The XYZ function curves of an Euler rotation track are locked together. This means that creating a new key on one axis automatically does so for all axes. Also, moving a key in time drags all three axes with it.

注意 : 道具不支援Euler
在Biped旋轉曲線(包括軀幹中心)是被設置在本地父層(local parent space),不論Curve是由Euler或是Quaternion。

Euler的旋轉XYZ曲線是被一起鎖住,這表示設一個新的關鍵影格在任何一個軸向,也會自動對所有軸向設定。同理,同時移動一個關鍵影格,一啟牽動3個軸向。

Displaying Position Curves
_____Bezier position curves are available only for the biped's hands, feets, and center of mass (COM). Hands and feets' positions are set in world space while the COM position is set local to the world.
FK/IK key blending is illustrated as follows:
  • Full lines represent IK periods.
  • Gaps between lines represent FK periods.
  • Vertical dotted lines represent a change in pivot points.

貝茲位移曲線只被Biped的手腳和軀幹可被利用。手和腳的位置是用世界座標,而軀幹中心是從本地到世界座標都有。

IK/FK的混用會呈現如下:

完整的線 視為 IK的區段


線與線之間的空隙 視為 FK的區段


垂直虛線 視為 中心軸的改變


















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