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2008-09-25 16:11:46

由于blender年会开会在即,orange也在急着赶出demo来,不过还是有些进展.比如面部的动画控制,类是morph的功能的monkey brush,还有最新的配乐.最近开始忙碌起来,本blog更新将简慢.筹备一季的opengl python学习笔记和pygame的学习笔记.在另一个新开的blog上报道完blender的第3届年会就会歇业了.

/ by Lee

Our first listen to the music as it came in this evening, unfortunately Basse could still only hear the voices in his head.

Last week the team were lucky enough to have Jan Morgenstern here in the studio to talk over music and sound for the movie. We were ofcourse very excited to hear what would be conjured up in the coming week…. (and then) Today we were shocked to see a whole medly theme in our mails! Heh, and we thought it was going to be a normal work day. Expect to see Jan’s spectacular skills heard in the teaser being released next week!

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/ by Bassam

We’re finally in the seat! Yesterday, Ton and I went over a list of to do items for the animation features needed for project orange. Today, he committed IPO drivers in blender (the top of the list).

Currently this is limited to using object transformation or bone poses to drive any IPO curve you want.

Here’s a rather boring little video showing this feature in action: . As you can see it’s incredibly useful to have a 2D slider controling 4 different facial shapes at once.

Continuing the test, I added more controls to the face, and now the setup looks like this:

The pose you see in this screenshot is entirely made with the custom controllers.

Further, you can replace the custom controller with a bone; use bone rotations to drive shapes for automatic muscle bulges, flesh compression or even cloth wrinkles. Andy made a nice little test anim to show cloth wrinkling and twisting as the character moves his arm.

[edit] ok, as promised, here’s the .blend file for the scene… again, you need the most current cvs to run this - and there are a couple of wrinkles with actions and drivers yet- they’ll probably be fixed very soon, but they might mean you have to choose between normal armture animation and drivers for now:

[edit] Ton fixed the updating problem for bone drivers.. the jaw/look and eyelid controllers should work fine now, including live updating in the viewport.

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