C4D可爱机器人IK骨骼绑定教程(含C4D工程)

C4D可爱机器人IK骨骼绑定教程(含C4D工程)    [复制链接]

C4D教程 2020-08-19 01:24 发布

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C4D教程
资源分类: VIP精选
教程分类: 建模/绑定 » 绑定蒙皮
渲染器: 自带标准 
教程语言: 英文
素材文件:
检索码: QL202008190123
helloluxx_intro_char_rig_c4d_bonus.jpg
以机器人为例,充分说明了C4d绑定的整个过程,适合新手学习,包括不同部分的绑定技巧和方法,手脚IK的绑定,样条约束等。
INCLUDED CHAPTERS02. Preparing The Model
/ 19 minutes 45 secondsIn this chapter we prepare the model for rigging by adjusting the objects axis and reordering the object hierarchy so it is structured correctly for the rig. helloluxx_intro_char_rig_c4d_setup.jpg
03. Rigging The Legs
/ 7 minutes 20 secondsIn this section we create an Inverse Kinematic setup for the legs. Using the Cinema 4D IK tag to create a goal, we then add pole vectors to help avoid flipping and also to align the knee when posing the character.

helloluxx_intro_char_rig_c4d_legs.jpg
04. Foot Setup
/ 5 minutes 30 secondsContinuing with the leg rig, we create additional controllers for the feet. We nest several nulls into the foot controller and link with constraints to allow both toe and heel lift.learn. Intro to Character Rigging in Cinema 4D
05. Rigging The Arm
/ 3 minutes 30 secondsThe arm rig is created using Inverse Kinematics in a similar way to the leg. Using the IK tag and adding in a goal for the hand and pole vector to help align the elbows. helloluxx_intro_char_rig_c4d_arms.jpg
06. Mirror The IK
/ 5 minutes 45 secondsWith both leg and arm rig in place, we duplicate and flip the IK rig to the other side of the character using the mirror tool. The result is then adjusted so that the additional foot controllers we created are functioning correctly on both sides of the rig.

helloluxx_intro_char_rig_c4d_ik.jpg
07. Hand Setup
/ 30 minutes 35 secondsTo rig the hand we introduce user data and set up sliders for each finger and thumb then link the sliders to the rotation of the fingers via Xpresso.
helloluxx_intro_char_rig_c4d_hand.jpg
08. Spine and Neck
/ 22 minutes 30 secondsBoth spine and neck require a custom setup to manipulate the splines which control the geometry they are modelled from. We link the position of objects within the rig to the vertices on the splines so that the spline will bend and move with the body parts. For the neck we add an additional expression to control the twist of the geometry based in the rotation of the head. helloluxx_intro_char_rig_c4d_neck.jpg
09. Dynamic Antenna
/ 12 minutesWe create an auto-animating antenna using IK dynamics for the top of the robot’s head. We use the joint tool for creating the joint chain, then bind this to the mesh using the Skin deformer. Finally we adjust the weighting of the joints with the weight tool. This section offers a simple introduction to organic rigging techniques without the overhead of weighting a complete character. helloluxx_intro_char_rig_c4d_antenna.jpg
10. Head, Mouth & Eye Controllers
/ 22 minutesThis chapter adds more control to the rig, using constraints we link the torso, spine and head to control nulls. The eyes are rigged to open and close and we use Mograph Fields to create digital irises. With additional user data we add sliders for the mouth and eyes, with a checkbox to enable individual or synchronised control over the eyes. helloluxx_intro_char_rig_c4d_head.jpg
11. Alternative Neck Rig
/ 17 minutes 30 secondsBefore we finalise the rig, we take a look at two alternative methods of rigging the neck. We use IK Spline with joints and skin deformer to deform the neck geometry directly, then we adapt the setup using a more flexible approach by using the mesh deformer which allows us to keep the geometry procedural.
12. Finishing The Rig
/ 15 minutes 0 secondsTo finish up the rig, we create custom shapes and colours for our controllers, adding in a checkbox to hide all controllers with one click. The controller transformations are linked to a checkbox so that we can easily reset the pose. helloluxx_intro_char_rig_c4d_finishing.jpg
BONUS CHAPTER: Tips For Using The Rig
/ 15 minutes 30 secondsIn this bonus chapter, we discuss a few tips and alternative approaches for working with the rig. Tim shows you how to use Takes to create a library of poses and demonstrates how you can streamline your animation process by assigning keyframe selections to the appropriate object parameters.



C4D可爱机器人IK骨骼绑定教程(含C4D工程) 
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