Introducción
Introducción al curso
Interfaz y navegación en Maya 2019
Elementos y herramientas principales de modelado
Herramientas secundarias de modelado
Modelado
Configurar el área de trabajo
Modelado 1 El pantalón
Modelado 2 La camisa
Modelado 3 La cabeza
Modelado 4 Manos
Modelado 5 Zapatos
Modelado 6 Boina y calcetín
Modelado 7 Tirantes y cinturón
Modelado 8 Botones y camisa
Mdelado 9 Ojos
UVs
Introducción al proceso de desdoblado
Cortes
Desdoblando nuestro personaje
Densidad de texeles
Creación de las UVs del personaje
Materiales
Preparación del modelo para exportarlo
Texturas
Interfaz y navegación en Substance Painter
Tipos de mapas de texturas
Mejorando el bake
Texturizando la ropa del personaje
Texturizando la piel del personaje
Texturizando accesorios y ojos
Conexión de mapas
Exportar texturas y conexión de mapas
Rigg
Introducción a Rig
Nulos, controles y constrain
Huesos de la columna
Pesos de los huesos en la geometría de la columna
Asignación de pesos al pecho y vertebras
Rig de los brazos
Rig de las piernas y la cabeza
Asignando controles
Posado
Posando al personaje
Luces
Set de luces y cámara
Render
Generando la imagen de nuestro personaje
Cierre
Cierre
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When it comes to animation, adding bones to the structure of a model is crucial to facilitate its movement. Here we will explain how to add bones to a character's spine using animation software.
To begin with, it is optimal to erase any objects used to explain previous concepts, ensuring a clean working area. One of the key tools in this process is the use of the perspective view, as it provides a full angle of the scene, which is essential for accurate bone placement.
Creating the first bone:
Bone naming:
Hip_deformer
: Assign this name to the bone that will control the hip.Chest_deformer
: Duplicate the hip bone and move it to the chest area.Deformer_vertebra1
, Deformer_vertebra2
, etc..: Creates a chain of bones to represent the vertebrae.Vertebra1
→ Vertebra2
→ Vertebra3
.N_TR
followed by the name of the area they will control (for example, N_TR_hip
).CTR_L
. An example would be CTR_L_hip
.# Pseudocode for basic bone structure renderinghip_bone = create_bone(center=True)label(hip_bone, "Hip_deformer")
chest_bone = duplicate_bone(hip_bone)label(chest_bone, "Chest_deformer")position(chest_bone, "chest")
# vertebrae creationfor i in range(1, 4):
vertebra = duplicate_bone(hip_bone) label(vertebra, f "vertebra_deformer{i}") position(vertebra, f "vertebra_position{i}").
When completing the structure of bones and neutrals, create control constraints (constrains) for the controls to move the associated bones. This will ensure that, when modifying the hip control, the character's hip will also move.
Animation is a constantly evolving art, and each technique learned opens up a world of creative possibilities. Experiment with these tools and discover new ways to bring your characters to life. Keep exploring and let this knowledge awaken the animator in you.
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