00_01-欢迎(00_01-Welcome)

00_02-系统必备组件(00_02-Prerequisites)

00_03-使用练习文件(00_03-Using the exercise files)

01_01-理解的刚体求解器(01_01-Understanding the rigid body solver)

01_02-设置动画首选项(01_02-Setting animation preferences)

01_03-选择一项规模公约(01_03-Choosing a scale convention)

01_04-铺设现场(01_04-Laying out the scene)

01_05-代理对象建模(01_05-Modeling proxy objects)

01_06-制约渲染对象到代理(01_06-Constraining renderable objects to proxies)

01_07-组织显示图层(01_07-Organizing display layers)

01_08-创建被动刚体(01_08-Creating passive rigid bodies)

01_09-创建积极的刚体(01_09-Creating active rigid bodies)

01_10-添加重力场(01_10-Adding a Gravity field)

01_11-移动中心的质量(01_11-Moving the center of mass)

01_12-设置初始状态(01_12-Setting an initial state)

01_13-传授的初始速度(01_13-Imparting initial velocity)

02_01-使用替身提高性能(02_01-Improving performance with stand-ins)

02_02-禁用刚体节点与忽略(02_02-Disabling rigid body nodes with Ignore)

02_03-添加反弹(02_03-Adding bounce)

02_04-添加摩擦(02_04-Adding friction)

02_05-调整质量(02_05-Adjusting mass)

02_06-应用阻尼(02_06-Applying damping)

02_07-调优刚体规划求解属性(02_07-Tuning rigid body solver attributes)

02_08-添加一个径向的字段(02_08-Adding a Radial field)

02_09-限制字段的最大距离(02_09-Limiting a field with Max Distance)

02_10-软化具有衰减的字段(02_10-Softening a field with attenuation)

02_11-带空间机械臂的调整字段属性。(02_11-Adjusting field attributes with manipulators)

03_01-禁用规划求解评价(03_01-Disabling solver evaluation)

03_02-关键帧字段大小(03_02-Keyframing field magnitude)

03_03-推动积极的身体与冲动(03_03-Pushing an active body with Impulse)

03_04-键控活动属性(03_04-Keying the active attribute)

03_05-烘烤对关键帧的仿真(03_05-Baking the simulation to keyframes)

03_06-删去所有刚体节点(03_06-Deleting all rigid body nodes)

03_07-编辑在图编辑器中的关键帧(03_07-Editing keyframes in the Graph Editor)

03_08-简化的动画曲线(03_08-Simplifying animation curves)

04_01-了解动态约束(04_01-Understanding dynamic constraints)

04_02-创建动态对象(04_02-Creating dynamic objects)

04_03-创建铰链约束(04_03-Creating a Hinge constraint)

04_04-创建弹簧约束(04_04-Creating a Spring constraint)

04_05-微调属性(04_05-Fine-tuning attributes)

05_01-再见了(05_01-Goodbye)

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  • 其他 : 其他
  • 文件总数:41
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  • 教程简介:

    译文: 在玛雅人的动态仿真工具允许动画和视觉特效艺术家来创建令人信服的动画会太难或太耗时到关键帧用手。本课程涵盖的基本经典动力学引擎,展示如何构建与被动和主动的刚体仿真、 添加像反弹和摩擦,属性关键帧,融入模拟及应用动态约束。作者亚伦 F.罗斯演示如何应用这些技术到真实的场景,同时工具和刚性体规划求解、 重力场等动态约束的概念进行了解释。 原文: The dynamic simulation tools in Maya allow animators and visual effects artists to create convincing animations that would be too difficult or time consuming to keyframe by hand. This course covers the basics of the classic dynamics engine, showing how to build a simulation with passive and active rigid bodies, add attributes like bounce and friction, integrate the simulation with keyframes, and apply dynamic constraints. Author Aaron F. Ross shows how to apply these techniques to a realistic scenario, while explaining tools and concepts like the Rigid Body Solver, gravity fields, and dynamic constraints.