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Modo 801 background constraint
Modo 801 background constraint














MODO 801 BACKGROUND CONSTRAINT HOW TO

We'll cover joints: what makes them special and how to create and edit them. We'll look at creating relationships through parent/child setups and Constraints. The plan in this first tutorial is to cover the basic tools in Maya. The importance of basing 3D work on real world examples (where possible) will be a theme we will frequently return to. In both cases, examples are all around you, so observe them, and where legal, touch them: feel their movement. As another example, if you are looking to rig a car, find out how a car moves. If you are creating a human character, for instance, study the skeleton, the muscles and joint articulation. However, before attempting to replicate reality in CG, you would be very wise to take a long hard look at that reality first. A model will only be a model until it touches the hands of a rigger and an animator can only create an amazing piece of movement or convey a heartfelt emotion through the use of a solid, reliable rig. Hopefully, I am making it clear that the role of the rigger is pretty darn important. There is also mechanical rigging that covers cars, planes, trains and so on. On top of all of this, he needs thorough knowledge of anatomy, animal anatomy and kinesiology. The rigger needs to understand the principles of animation and the techniques an animator may employ to create the intended performance. Therefore the rigger needs to understand the importance of good edge flow so he/she can predict how the mesh will deform. The rigger is the Geppetto of our times.Īs the role of the rigger primarily sits between the modeler and the animator, it's important that the rigger has a good understanding of both what the modeler is delivering to them and what the animator requires. In layman's terms, rigging is the process of adding the digital strings to the puppet. It's the process of taking a static mesh, creating an internal digital skeleton, creating a relationship between the mesh and the skeleton (known as skinning, enveloping or binding) and adding a set of controls that the animator can use to push and pull the character around as if he/she is a puppeteer. Rigging is what makes deforming a character possible.














Modo 801 background constraint