面向初学者的 Blender 角色绑定 HD 是 Riven Phoenix 的系列作品,它引导艺术学生使用 Blender 强大的绑定功能从头开始绑定高质量 3D 人物角色。
该课程使用 Blender 2.78,自 2018 年以来一直没有更新
Blender 初学者角色绑定 HD 是 Riven Phoenix 的系列作品,它带领艺术学生逐步使用 Blender 强大的绑定功能从头开始绑定高质量的 3D 人物角色。本课程被认为是“面向初学者的 Blender 角色建模 HD”课程的第二卷,您可以在其中学习从头开始建模逼真的人物模型,而无需使用基于公式的系统进行任何参考。但是,您可以下载 3D 角色以在本课程中使用作为起点,或者仅使用您已经使用第一卷或您自己的角色构建的角色。艺术学生将首先将所需的骨骼放置在逼真的人体模型上,同时学习如何将其开发为先进的索具系统。Riven Phoenix 将逐步详细解释绑定的许多方面,并向学生展示如何理解和建立有关用于人类角色运动的 Blender 内部绑定系统的高级知识。通过本课程,学生将非常熟悉 Blender 的复杂索具系统,他们可以将其应用于任何 3D 角色。本课程旨在教艺术学生如何从头开始使用 Blender 的索具系统,并使其更有信心从头开始开发自己的索具系统。每个步骤都解释得很清楚,因此学生可以轻松地遵循。
Blender 的索具系统是一个非常复杂的学科,因此 Riven Phoenix 将为刚接触该学科的学生详细解释如何理解和使用索具系统。我们非常仔细地详细解释了这个复杂的主题。
Release date:2018, June
Author:Riven Phoenix
Skill level:Beginner
Language:English
Exercise files:Yes
What Will I Learn?
You will learn how to rig a 3D human character in Blender for animations and video games
You will learn how to use Blender software and become proficient with its rigging features
You will understand how bones in blender work for rigging in detail
You will learn how to work with bones using world, local, pose and local with parent space
You will understand blender coordinate systems
You will understand how to use all blender weight tools
You will understand Axis Angle, Euler Angles and Quaternion Rotations
Requirements
You should be able to use a PC which can run Blender 2.78a or above
You should know how to download Blender and unzip files
Description
Blender Character Rigging For Beginners HD is a series by Riven Phoenix that takes the art student through a step-by-step process in rigging a high quality 3D human character from scratch using blender’s powerful rigging features. This course is considered volume two of “Blender Character Modeling for Beginners HD” Course where you learned to model a realistic human figure from scratch without any reference using a formula based system. You however will get to download the 3D character to use in this course as a starting point or simply use the character you already built using volume one or your own character. The art student will start by placing the required bones onto a realistic human figure model and learn at the same time how to develop it into an advance rigging system. Riven Phoenix will explain in detail many aspects of rigging step-by-step and show the student how to understand and build an advance knowledge of blender’s internal rigging system for human character motion. Students will with this course become very intimate with blender’s complex rigging system which they can apply to any 3D character. This course is designed to teach art students how to use blender’s rigging system from the ground up and become more confident with it to develop their own rigging systems from scratch. Each step is explained clearly so the student can follow along with ease.
Blender’s rigging system is a very complex subject to understand so Riven Phoenix will explain in detail how to understand and use the rigging system for students who are completely new to this subject. Great care has been taken to explain in detail this complex subject matter.
Who is the target audience?
Artists who want to learn how to rig human characters in Blender
Game Developers who want to learn 3D human character rigging in Blender
Complete beginner artists who are willing to push themselves to learn 3D rigging
Section 01 – Introduction to Rigging in Blender
001 – 1.1 Introduction to Rigging Course
002 – 1.2 Introduction to Blender Rigging – Part 1
003 – 1.3 Introduction to Blender Rigging – Part 2
004 – 1.4 Downloading and Setting up your File for Rigging
005 – 1.5 Intro to Bones and Placing your First Bones – Part 1
006 – 1.6 Intro to Bones and Placing your First Bones – Part 2
007 – 1.7 Intro to Bones and Placing your First Bones – Part 3
008 – 1.8 Intro to Bones and Placing your First Bones – Part 4
009 – 1.9 Naming your Bones
010 – 1.10 Mirroring your Bones
Resources.7z
Section 02 – General Overview of Rigging Concepts
011 – 2.1 General Overview of Bones in Edit Mode – Part 1
012 – 2.2 General Overview of Bones in Edit Mode – Part 2
013 – 2.3 Intro to Armature Modifier & Vertex Groups – Part 1
014 – 2.4 Intro to Armature Modifier & Vertex Groups – Part 2
015 – 2.5 Intro to Automatic Weights & Vertex Group
016 – 2.6 Intro to Bone Envelopes & Bendy Bones
017 – 2.7 Intro to Parent Child Relationships – Part 1
018 – 2.8 Intro to Parent Child Relationships – Part 2
019 – 2.9 Intro to Parent Child Relationships – Part 3
020 – 2.10 Intro to Parent Child Relationships – Part 4
Section 03 – Intro to Vertex Groups, Weights Concepts
021 – 3.1 Switching Modes on Objects & Bones
022 – 3.2 Intro to Vertex Groups & Panel Options – Part 1
023 – 3.3 Intro to Vertex Groups & Panel Options – Part 2
024 – 3.4 Intro to Vertex Groups & Panel Options – Part 3
025 – 3.5 Intro to Vertex Groups & Panel Options – Part 4
026 – 3.6 Intro to Vertex Groups with Weights & Bones – Part 1
027 – 3.7 Intro to Vertex Groups with Weights & Bones – Part 2
028 – 3.8 Intro to Vertex Groups with Weights & Bones – Part 3
029 – 3.9 Intro to Vertex Weights Tools
030 – 3.10 Intro to Weight Paint Tools – Part 1
031 – 3.11 Intro to Weight Paint Tools – Part 2
032 – 3.12 Intro to Weight Paint Tools – Part 3
033 – 3.13 Intro to Weight Paint Tools – Part 4
034 – 3.14 Intro to Weight Paint Tools – Part 5
035 – 3.15 Intro to Bone Rolls – Part 1
036 – 3.16 Intro to Bone Rolls – Part 2
Section 04 – Start Rigging Process – Stage 1
037 – 4.1 Setting Bone Rolls – Part 1
038 – 4.2 Setting Bone Rolls – Part 2
039 – 4.3 Setting Bone Rolls – Part 3
040 – 4.4 Adjusting Finger Bones
041 – 4.5 Take Inventory of Deforms
042 – 4.6 Adjusting Bone Deforms – Part 1
043 – 4.7 Adjusting Bone Deforms – Part 2
044 – 4.8 Adjusting Bone Deforms – Part 3
045 – 4.9 Adjusting Bone Deforms – Part 4
046 – 4.10 Adjusting Bone Deforms – Part 5
047 – 4.11 Testing with Unity
048 – 4.12 Fine Tune Deforms after Unity
049 – 4.13 Locking Bones
Section 05 – Parent Child Relationship Concepts
050 – 5.1 Intro to World Coordinate System
051 – 5.2 Parent Child World & Local Space
052 – 5.3 Intro to Constraints
053 – 5.4 Objects with Constraints – Part 1
054 – 5.5 Objects with Constraints – Part 2
055 – 5.6 Objects with Constraints – Part 3
056 – 5.7 Objects with Constraints – Part 4
057 – 5.8 Objects with Constraints – Part 5
058 – 5.9 Objects with Constraints – Part 6
059 – 5.10 Bones with Constraints – Part 1
060 – 5.11 Bones with Constraints – Part 2
061 – 5.12 Bones with Constraints – Part 3
062 – 5.13 Bones with Constraints – Part 4
063 – 5.14 Bones with Constraints – Part 5
064 – 5.15 Bones with Constraints – Part 6
065 – 5.16 Bones with Constraints – Part 7
066 – 5.17 Bones with Constraints – Part 8
067 – 5.18 Bones with Constraints – Part 9
068 – 5.19 Bones with Constraints – Part 10
Section 06 – Bone Roll, Quaternion, Axis, Angle, Euler Angle
069 – 6.1 Bone Roll Explained – Part 1
070 – 6.2 Bone Roll Explained – Part 2
071 – 6.3 Coordinates & Constraints Working Together – Part 1
072 – 6.4 Coordinates & Constraints Working Together – Part 2
073 – 6.5 Intro to Rotations – Part 1
074 – 6.6 Intro to Rotations – Part 2
075 – 6.7 Intro to Euler Angle Rotations – Part 1
076 – 6.8 Intro to Euler Angle Rotations – Part 2
077 – 6.9 Intro to Euler Angle Rotations – Part 3
078 – 6.10 Intro to Euler Angle Rotations – Part 4
079 – 6.11 Intro to Euler Angle Rotations – Part 5
080 – 6.12 Intro to Euler Angle Rotations – Part 6
081 – 6.13 Intro to Euler Angle Rotations – Part 7
082 – 6.14 Intro to Axis Angle Rotations w, x, y, z
083 – 6.15 Intro to Quaternion Rotations w, x, y, z
Section 07 – Rigging Head & Neck
084 – 7.1 Build Head & Neck Rig – Part 1
085 – 7.2 Build Head & Neck Rig – Part 2
086 – 7.3 Build Head & Neck Rig – Part 3
Section 08 – Rigging Eyes, Tongue, Jaw
087 – 8.1 Build Eye Rig – Part 1
088 – 8.2 Build Eye Rig – Part 2
089 – 8.3 Build Eye Rig – Part 3
090 – 8.4 Build Tongue Rig
091 – 8.5 Build Jaw Rig
Section 09 – Rigging Chest & Hips
092 – 9.1 Build Chest & Hips Rig – Part 1
093 – 9.2 Build Chest & Hips Rig – Part 2
094 – 9.3 Build Chest & Hips Rig – Part 3
095 – 9.4 Build Chest & Hips Rig – Part 4
Section 10 – Rigging Legs & Feet
096 – 10.1 Build Leg Rig – Part 1
097 – 10.2 Build Leg Rig – Part 2
098 – 10.3 Build Leg Rig – Part 3
099 – 10.4 Build Leg Rig – Part 4
100 – 10.5 Build Foot Roll Rig – Part 1
101 – 10.6 Build Foot Roll Rig – Part 2
102 – 10.7 Build Foot Roll Rig – Part 3
103 – 10.8 Build Foot Roll Rig – Part 4
Section 11 – Rigging Shoulder and Arms
104 – 11.1 Build Shoulder Rig
105 – 11.2 Build Arm Rig – Part 1
106 – 11.3 Build Arm Rig – Part 2
107 – 11.4 Build Arm Rig – Part 3
108 – 11.5 Build Arm Rig – Part 4
109 – 11.6 Build Arm Rig – Part 5
110 – 11.7 Build Arm Rig – Part 6
111 – 11.8 Build Arm Rig – Part 7
Section 12 – Rigging Hand and Fingers
112 – 12.1 Build Hand Rig
113 – 12.2 Build Fingers Rig – Part 1
114 – 12.3 Build Fingers Rig – Part 2
115 – 12.4 Build Fingers Rig – Part 3
116 – 12.5 Build Fingers Rig – Part 4
117 – 12.6 Build Fingers Rig – Part 5
118 – 12.7 Build Fingers Rig – Part 6
119 – 12.8 Build Fingers Rig – Part 7
120 – 12.9 Build Fingers Rig – Part 8
Section 13 – Root Bone and Conclusion
121 – 13.1 Setup Root Bone Shape
122 – 13.2 Adding an extra IK feature
123 – 13.3 Finalizing the Rigging System – Part 1
124 – 13.4 Finalizing the Rigging System – Part 2
125 – 13.5 Conclusion
Resources.7z
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