Character Animation with 3DSMAX
[10 mn de lecture - paru le 9/9/2004 11:15:25 AM - Public : Confirmé]
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Auteur

Summary
This article presents the aspects of character animation with 3DSMAX. This
article is about how to create a skeleton, set the skin deformation, how to
interact with objects, how to move him, how to manage crowd and how to animate
his face.
Introduction
1. Basics
1.1. Time
1.2. Keys
1.3. Track view
1.3.1. Curves editor
1.3.2. Dope sheet
1.4. Tips
2. The skeleton
2.1. Bones
2.1.1. Skeleton creation
2.1.1.1. The leg
2.1.1.2. The arm
2.1.1.3. The spine
2.1.1.4. The head
2.1.1.5. By mirroring
2.1.2. Rigging
2.1.2.1. Legs
2.1.2.2. Arms
2.1.2.3. The spine
2.1.2.4. Finalization
2.2. Character Studio
3. The skin
3.1. The skin modifier
3.2. The Physique modifier
4. Walk
4.1. Free animation
4.1.1. With bones
4.1.2. With Character Studio
4.2. Footstep mode
4.2.1. Walk
4.2.2. Run
4.2.3. Jump
4.2.4. Automatic generation
4.2.5. Footstep edition
5. Interaction with objects
5.1. Biped link to an object
5.1.1. Preparation
5.1.1. Animation
5.2. Object link to the biped
6. Crowd simulation
6.1. Bipeds and Motion Flow
6.2. Deleguates
6.3. Behavior
6.4. Simulation
7. Facial animation
7.1. Preparation
7.1.1. Expressions
7.1.2. Phonemes
7.1.3. Morpher
7.2. Animation
Conclusion
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