MAYA SOFTWARE
Keyframe Animation This is the essential, fundamental form of computer animation. The model is placed in a starting pose or position, and a keyframe is set. Some frames later, another keyframe is set, and the model is moved as desired. This process is repeated as many times as needed. The animation software interpolates the motion needed to move the model smoothly between the keyframes. What this means is that if the animator keys a box, and moves the box across the room in the next keyframe, when the scene is scrubbed or viewed, the box will glide across the floor instead of jumping from frame to frame. This applies to anything in the scene - moving fingers, eyelids, moving lips, etc. Nonlinear Animation After animating a character with keyframes or motion capture, you can collect its animation data into a single, editable sequence. This animation sequence is called an animation clip. In Maya, there are two types of clip: source clips and regular clips. Maya preserves and protects a character's original animation curves by storing them in source clips. You do not use source clips to animate your characters. Instead, you use copies or instances of source clips called regular clips to animate your characters nonlinearly. Moving, manipulating, and blending regular clips to produce a smooth series of motions for a character is the basis of nonlinear animation. The tool with which you manage all these aspects of a character's nonlinear animation is the Trax Editor. Path Animation A path animation controls the position and rotation of an object along a curve. A NURBS curve cannot be designated as a motion path. An object must first be attached to the curve for it to become a path curve. You can also generate motion paths by animating objects using motion path keys. Motion Capture Animation Skeletons Skeletons are hierarchical, articulated structures that let you pose and animate bound models. A skeleton provides a deformable model with a similar underlying structure as the human skeleton gives the human body. Just like in the human body, the location of joints and the number of joints you add to a skeleton determine how the skeleton's bound model or `body' moves. When you bind a model to a skeleton, it is called skinning. The process of making a skeleton or bones, refining the joints, using IK or FK, putting handles on the joints so animators can manipulate them, and over all making the model ready for animation is called "Rigging" Forward Kinematics The reverse of Inverse Kinematics (IK), Forward Kinematics (FK) is an animation method that involves moving each joint without the restriction of an expected final position. Thus, the 'goal' is to move a joint (or series of joints) as desired, and the final pose is a consequence of those movements. Forward Kinematics is often used for finely-tuned joint movement (such as hands & fingers), as it allows for more complete control over posing.
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