블렌더: 뼈 회전을 직접 변경하는 3D 애니메이션 생성

공유하다

  1. 애니메이션을 기획합니다. 이 점은 아무리 강조해도 지나치지 않습니다.: Know what you’re going to animate and have an idea about the timing of the motion.Act out the action. 가능하다면, record yourself acting it out. Video reference is key for seeing subtle movements. Sketch out a few quick thumbnail drawings of the sequence. Even stick-figure drawings can be really helpful for determining poses and figuring out camera framing.
  2. Set your timeline cursor at frame 1 and create the starting pose for your character by manipulating its rig in Pose mode.
  3. Select all visible bones (Select→All) and Insert a LocRotScale keyframe foreverything (Pose→Animation→Insert Keyframe→LocRotScale).Granted, there’s a good chance that most of the bones can’t be moved or scaled, but only rotated, so setting a location or scale keyframe for them is kind of moot. 하지만, setting a keyframe for all the bones is faster than going through and figuring out which bones can be keyed for just rotation and which bones can be keyed for some combination of rotation, location, and scale.Alternatively, if you’ve set up a keying set for your character, you can pick that keying set from within the Keying rollout in the Timeline. Then you can insert keyframes for every property in that keying set just by pressing I.
  4. Within the Dope Sheet, make sure all your recently added channels are selected (they should be by default) and change the interpolation type to Constant (Key→Interpolation Mode→Constant).This is kind of an optional step, but it’s really helpful for the blocking pass of your animation. With Constant interpolation set, you can focus exclusively on your character’s poses and the timing between those poses without the distraction of seeing how Blender generates the in-betweens for you.
  5. Move the timeline cursor forward to roughly when you think the next major pose should happen.It doesn’t really matter which editor you use to adjust the timeline cursor. It could be the Timeline, the Dope Sheet, or the Graph Editor. In fact, using ←and →, you can even adjust the timeline cursor from the 3D Viewport.
  6. Create your character’s second pose.If the next pose is ahold, or a pose where the character doesn’t change position, you can duplicate the keys of the previous pose by selecting them in the Dope Sheet and choosing Key→Duplicate or by pressing Shift+D.
  7. Select all visible bones (A) and Insert an Available keyframe (Pose→Animation→Insert Keyframe→Available).다시, if you’re using a keying set, you can just press I. If you wanted, you could also switch to the Available keying set in the Timeline before inserting keyframes.
  8. Continue with Steps 5 through 7 until you complete the last major pose for your character.
  9. Using the Dope Sheet, play back the animation (Spacebar), paying close attention to timing.At this point, hopefully your poses are acceptably refined, so you should pay evenmore attention to timing than to the accuracy of the poses.
  10. Go through the keys in the Dope Sheet and tweak the timing of the poses so that they look natural.
  11. Continuing to tweak, go back and start adding additional poses and keyframes for secondary motion between your major poses.Somewhere around here you’ve migrated from the blocking phase of animation to the refining phase. So at this point, you may want to select all the keys in your animation and switch back to Bézier interpolation (Key→Interpolation Mode→Bézier). Now you can focus on perfecting the
  12. Continue on this course, refining the timing and detail more and more with each pass.

One luxury of computer animation is the ability to continually go back and tweak things, 변화시키다, 그리고 애니메이션을 개선해 보세요. 패스 작업을 스스로 훈련함으로써 Blender에서 이 프로세스를 활용할 수 있습니다.. 캐릭터의 가장 큰 애니메이션을 만들어 보세요., 가장 뚜렷한 움직임이 먼저. 타이밍을 잘 맞추었는지 확인하세요. 그 후 다음 패스로 이동, 연주의 좀 더 세부적인 부분을 작업 중입니다..

예를 들어, 손가락 애니메이션의 핵심적인 세부 사항에 들어가기 전에 캐릭터의 팔과 손 뼈대를 애니메이션화하십시오.. 이렇게 일을 하는 가장 큰 이유는 시간이다. It’s much easier to go in and fix the timing on a big action if you do it earlier.

Otherwise, you run into situations where you find yourself shuffling around a bunch of detail keys after you find out that your character doesn’t get from Point A to Point B in the right amount of time.


공유하다