Sunday, 23 January 2011

Motion Builder 課程大綱 第二版

過了這麼久忙著其它事就忘了更新課程
先PO一下最後定案的課程版本
因為對方後來希望能從處理mocap資料開始教
所以修改了教授內容

軟體版本 Motion Builder 7.0 or7.5

範例影片:錄影動作>模型套用後的成果>分解步驟(光點資料+基本操作 約2堂課)

Interface 介面認識 約0.5堂課

  • Lesson 1 :Menu tool bar

Asset browser

Create a cube

Viewer control 視窗操控+快速鍵使用

T移動 R旋轉 S縮放

Shift+Left Click 平移畫面

Ctrl+Shift Left Click 旋轉畫面

Ctrl+Left Click 縮放畫面

Ctrl+a 物件置中

Ctrl+1~4 切面視窗面版

Ctrl+W 樹枝圖

Ctrl+E 透視攝影機

Ctrl+F 前視/後視

Ctrl+R 右視/左視

Ctrl+T 上視/下視

Preferences參數設定 saving/selective redraw/undo/Viewer

Navigator window 介紹

Character Controls

Transport Controls

Layouts 自定面版

Mapping初體驗 約1堂課

  • Lesson 2 :Mapping Optical Motion

Add Favorite path in Asset Browser

Open 2_1_Opt_Data.fbx from Asset Browser

Create an Actor from Asset Browser

Align Actor to Markers

縮放Actro Body對齊肩膀高度

調整手臂的角度

調整腿的角度

Create a Marker set

頭部

胸部

腹部

膝蓋

腳掌

肩膀

手肘

手掌 

Rigid Bodies

頭部

胸部

腹部

大腿

腳掌

上手臂

手掌

Optical_Correction

Eliminating Noise

frame 255

select RSHO 5


Zoom in to see peaks in the optical data.

M-drag the Split line

Select Auto-Bezier

Eliminating Occlusion

frame 296

Eliminating Swapping

Frame427

Finalizing Optical Data

Save file as : ActorMove

實務運用(一)角色綁定 約1堂課

  • Lesson 3 :Characterize

    • Export Model and Skeleton form 3D Max

    • Open Character File:Surfer_bad

    • Setting up your character in MotionBuilder

    • Create a Controls rig

補充

Using Extract Naming Template-骨架名稱與motion builder不同時

Lesson 3 :Mapping Actor to a Character

Character Settings

Plotting animation

實務運用(二)進階角色綁定 約1.5堂課

  1. Characters extension

  2. Create Auxiliary/effectors objects

  3. Degrees of freedom

  4. Handles

  5. Constraints 的使用 約1堂課

parent/Child constraint

3 Points constraint

Aim constraint

Position constraint

rotation constraint

relations constraints

RElation

sender operator reciver


two cube


rotation constrion


one sender

one reciver


three ways to disconnect


converder

vector to number


sender>translandtion connect to vector

auto appear number to vector


connect y to y


check the result

-------------------------

offset

Add operator

sender>translation connect to Add operator

set 30 forB


add if cond then A else B


add is greater

connect y to A

set 5 for B


---------------------------------------

Damping operator

new sence

create a cube

copies 5 (ctrl+c then ctrl+v 5 tiems)

ctrl+w

p (parent mode)


add 10 damping operator

Other>Damping(3D)


damping effecter

Number>integer

click all damping factor connect to integer



drag all cube into relation constrion


實務運用(三)清理Mocap及動作調整 約1.5堂課

  1. Filters的運用 key reducing/ peak Removal/ smooth/ smooth Translation

  2. FCurves的運用 layer/ Time Warp (Ghost) (Tangent)

  3. Key controls

  4. pose的運用 copy/past pose

  5. Motion Trajectories

  6. time and timelines 的運用 takes mark/loop

  7. motion blend window


環境設定 約0.5堂課

Layouts 進階設定

cameras 設定 camera Settings/ add new Camera/ Camera Switcher

Lights 設定

Shaders 設定

Surfaces 設定


經驗分享and提問 約0.5小時

2009_DemoReel


The title of this project is Kung Fu Hustle same as the movie Kung Fu Hustle

We took a lot of time and effort to finish this action game.
I was an animation lead at that time.
I learn how to use MotionBuilder from Shin-ya-san who came from a perfectional mocap company in Japan.
We did motion capture in Shanghai then modified animations in MotionBuilder.
In the end of this project, We had an Art director Nomura-san who was a lead animator in Metal Gear at Konami.
I've learned a lot of knowledge of animation from him.


2005_DemoReel

This is my 3D art work, Ever Quest II, during 2004~2005

Including modeling, texturing, rigging, and animations.



Monday, 3 January 2011

A 2d soft of animation:PAP4

Good News : the PAP4 Now is for Free
Downlad Page
Tutorials

I have been use PAP4
it is nice and simple 2D animation
Suit for concept your animation before you star it in 3D animation

Thursday, 2 December 2010

Animation_list_tool

I try to script a tool for management animation list in 3D Max.
It can use in a Max file which contain a lot animation clip.
here is my result http://www.screencast.com/t/NuqKX6LDyIvT

load: read the list from courrent max file dir
open: open a list from other txt file
save : save the list directly
Add Clip to the end of list : add a new clip name, also set the current time as time range
Remove Clip From List: Remove the clip
Clear All List: if you wand to set a new list
Set time: set the time section












I learn how to ...
get curren file path
load txt file data
save txt file data
use array
insert data into array
use combobox
rename item in combobox
get timerange
set timerange

Tuesday, 30 November 2010

Max_Retopo

I found this Max plugin just like polyboots, and I got it!
Can't wait to try it!

"About this tool"
Max_Retopo is a Tool to Retopologize MusBox/ZBrush high resolution Meshes inside 3dsMax using the standardpolytools

video:http://www.youtube.com/watch?v=u-icAsOZbJc&feature=related
download:http://www.scriptspot.com/3ds-max/scripts/max-retopo
Enjoy it

new vision:http://www.youtube.com/watch?v=u-icAsOZbJc&feature=related
not releas yet

Tuesday, 23 November 2010

如何將BVH動作輸出到3D MAX的CS裡

前言:
在用過MB這麼好用的專業動作軟體後,再回頭使用CS將會感受到處處受到限制,這是個人最大的心得,那麼有麼有可能在MB裡調整好動作再輸出到CS裡呢?答案是有的!本篇將會說明,如何把動作輸出為CS接受的BVH格式。

方法:
將CS體架從MAX輸出為FBX檔案格式
在MB中準備BVH骨架
輸出BVH
滙入到CS

說明:
BVH骨架有兩種命名格式(請參考BVH File Specification),一般情況下CS可直接匯入如下骨架名稱的BVH。
head
neck
Chest
chest2
Hips
LeftHip
LeftKnee
LeftAnkle
RightHip
RightKnee
RightAnkle
LeftCollar
LeftShoulder
LeftElbow
LeftWrist
RightCollar
RightShoulder
RightElbow
RightWrist
在了解這點之後,接下來的步驟就是要將CS的骨架改造為BVH的骨架
這裡有篇大陸網友分享的專業文章:BVH中轉骨骼的制作方法

簡略的說明
在MAX調整好CS的骨架數量跟比例,再輸出為FBX檔。

將剛才輸出的FBX檔用MB開啟後,進行更改骨架名稱的動作,並增加最後一節骨頭。

將所有骨架的旋轉值歸零,再把連接取消,接著把Bip01刪除。

再按照BVH的骨架格式重新連結,就完成了BVH骨架。

在MB裡Characterize新設定好的BVH骨架,便可以調整動作

選擇Hips出輸動作資料為BVH

在3D MAX裡開啟原本的CS骨架,匯入從MB輸出的BVH動作檔。

檢視結果。

偷吃步!
在MB裡先建立未連結的BVH骨架
利用relation constrain將已命名好的BVH骨架對位到CS的關節點上。
便可以省去重新命名的過程!


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