Before we dive into the animations,we should look at whether the standard skeleton will provide for our needs.If it will,then we can move straight on to the next step.If it won't then we need to consider if an extra bone would do the trick.It is defi

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Before we dive into the animations,we should look at whether the standard skeleton will provide for our needs.If it will,then we can move straight on to the next step.If it won't then we need to consider if an extra bone would do the trick.It is defi
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Before we dive into the animations,we should look at whether the standard skeleton will provide for our needs.If it will,then we can move straight on to the next step.If it won't then we need to consider if an extra bone would do the trick.It is defi
Before we dive into the animations,we should look at whether the standard skeleton will provide for our needs.If it will,then we can move straight on to the next step.If it won't then we need to consider if an extra bone would do the trick.It is definitely possible to add extra bones,and one was needed to make the archers bowstring pull back with the hand.I have covered in my previous discourse on the wonders of skeletons and animations,so I will only cover it briefly here.
Skeletons are stored in the animations,not the mesh...but we can edit them in MS3D.Bones can be added or moved around in the base MS3D model,to reposition them.Also new bones can be added..up to a fixed maximum.25 bones or more,and you will find your mesh will not render properly in game.CA have clearly not allowed for unlimited bones.
To add an extra bone to your model,you MUST convert the MESH to MS3D using GOAT.Do not use a model converted with GOM's mesh converter.Both tools work fine for normal applications,but KE's tool is the one if you want to mess about with skeletons.

Before we dive into the animations,we should look at whether the standard skeleton will provide for our needs.If it will,then we can move straight on to the next step.If it won't then we need to consider if an extra bone would do the trick.It is defi
在我们开始动画片绘制前,必须看看标准画否满足需要.如果满足,我们可以直接进入下一步.如果不满足,我们就要考虑是否需要增加中间画面.增加中间画面是绝对必要的,因为动画制作人员要让弓箭手用手把弓弦拉回来.我在之前的讲述中提到过关于草图动画绘制的问题,所以在这里我只简单回顾一下.
草图是存储在动画中的,但没有啮齿相依.我们可以用MS3D动画软件进行编辑.MS3D基础模型可以形成中间画面,且使其平移、复位.同时,新生成的中间画面有最大数量的限制.大于或等于25个你会发现游戏动画中底线与着色分离.游戏动画已经明确禁止超量中间画面.
生成中间画面时,你必须用GOAT将MESH转换为MS3D.不要用GOM的网格转化器来修改模型!这2个工具对一般软件都是适用,但如果你想弄砸你的草图,就用KE工具吧!