Nick Miller使用Python的模块化索具技术
在这个为装配工和有抱负的编码员创建的3小时课程会中,我们将深入研究使用Python进行模块化装配,从而提高您的脚本编写技能。目标是为装配两足动物创建一键式解决方案,并具有定制潜力以适应其他类型的角色、管道和项目要求。The Gnomon Workshop – Automating Animation and Game Ready Rigs

DNEG 的生物主管 Nick Miller 介绍了一个全面的代码库,并探讨了Python、面向对象编程和绑定的中等到复杂组件。构建您自己的模块化索具系统可为您带来多种优势;它不仅可以节省您大量的时间,还可以提高您解决问题的能力,并帮助您为公司的装配工具集做出贡献。

观看 Nick 将 Maya 的标准化人体 IK 骨架用作模板,将其用作构建装备的基础。此技术可帮助您整合运动捕捉数据来驱动您的装备。为了展示该系统,Nick 使用了 Mixamo 的可下载角色,然后应用他的工具生成功能齐全的装备,然后将动作捕捉作为关键帧应用到装备的控件上。此外,Nick 还指导如何以对游戏引擎友好的方式组织绑定,以便轻松导出骨架和角色网格。

完成本次课程后,订阅者将学习基本的绑定技术,包括使用Python构建模块化绑定系统、Maya人体IK骨架的基础知识、如何应用运动捕捉数据以及如何为游戏引擎导出绑定。

本视频教程会提供的项目文件可为学生提供参考或遵循的指南。可下载的项目文件包括尼克的三个角色的资产构建文件夹,包括模型、指南、纹理、脚本、权重和控件,以及他的模块化装备包(nmrig 和 grig)。

课程时长:3小时09分钟 1920X1080 mp4 语言:英语+中英文字幕(云桥网络 机译)含课程文件

学习概要:
01.介绍
02.构建我们的索具系统
03.班级
04.构建控件库
05.构建核心功能
06.胸部和臀部
07.FK和IK连锁公司
08.两足动物肢体模块
09.锁骨
10.手和脚
11.脊柱
12.脖子
13.头
14.定稿:第1部分
15.定稿:第2部分
16.姿势
17.Mocap
18.烘焙和导出

Modular Rigging Techniques using Python with Nick Miller
Sharpen your scripting skills as we delve into modular rigging with Python in this 3-hour workshop created for riggers and aspiring coders. The objective is to create a one-click solution for rigging bipeds, with the potential for customization to suit other types of characters, pipelines, and project requirements.

Nick Miller, Creature Supervisor at DNEG, introduces a comprehensive library of code and explores the moderate-to-complex components of Python, Object Oriented Programming, and rigging. Building your own modular rigging system gives you several advantages; not only does it save you significant time, but it also enhances your problem-solving skills and prepares you to contribute to a company’s rigging toolset.

Watch as Nick leverages Maya’s standardized human IK skeleton as a template by using it as a foundation to build rigs. This technique helps you to incorporate motion-capture data to drive your rigs. To showcase the system, Nick utilizes a downloadable character from Mixamo and then applies his tools to generate a fully functional rig before applying motion capture as keyframes onto the rig’s controls. Additionally, Nick instructs how to organize rigs in a game-engine-friendly manner, allowing for easy export of the skeleton and character mesh.

Upon completing this workshop, subscribers will have learned essential rigging techniques, including building a modular rigging system with Python, the basics of Maya’s human IK skeleton, how to apply motion-capture data, and how to export rigs for game engines.

Project files provided with this workshop give students a reference or guideline to follow. The downloadable project files include Nick’s asset build folders for three characters, including models, guides, textures, scripts, weights, and controls, as well as his modular rigging package (nmrig and grig).

01. Introduction
02. Structuring Our Rigging System
03. Classes
04. Building a Control Library
05. Structuring Core Functionality
06. Chest & Hip
07. FK & IK chains
08. Biped Limb Module
09. Clavicle
10. Hand & Foot
11. Spine
12. Neck
13. Head
14. Finalize: Part 1
15. Finalize: Part 2
16. Post
17. Mocap
18. Bake & Export

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