It would also allow users to create retargetable squash and stretch animation.
此外,用户还能用它创建可重新命中目标的压缩及伸长动画。
Squash and Stretch was also initially done to prevent strobing due to lack of motion blur.
压缩和伸展在最初时也是做完的去防止由于大量的运动模糊所产生的滤波作用。
Squash and stretch is a way of deforming an object such that it shows how rigid the object is.
压缩或伸展是变形一个物体的方式所以它显示了一个物体有多么硬。
In this collection of lessons we will learn about the Animation Principle of Squash and Stretch.
在这个教训,我们将了解收集的壁球和拉伸动画原理。
TOFU, who is named after the squashing and stretching food product, can also squash and stretch.
豆腐,谁是后挤压和拉伸食品,还可以压缩和伸展的名字命名。
If a character or part of a character doesn't maintain volume with squash and stretch, believeability will be lost.
如果一个角色或者角色身上的某个部分在变形中不能保持其体积,看上去就会很假。
Real squash and stretch is usually some part of an object deforming differently that just a simple scale up or down.
真正的压缩和伸展通常是一个物体的某个部分,它不同于只是简单地缩放。
An important note about squash and stretch, is that no matter how an object deforms, it should still appear to retain it's volume.
关于挤压和拉伸比较重要的一点是无论物体本身怎样形变,它的体积、容积至少要保持不便。
Squash and stretch the meat into place to replicate a severed arm, then remove any portions of the original arm to complete the effect.
挤压和拉伸到一个地方复制切断手臂的肉,然后删除原来的手臂的任何部分来完成的效果。
From here we'll also discuss the benefits of using pegs and how they allow us the freedom to squash and stretch individual parts of our character.
从这里我们'还将讨论使用钉和如何他们允许我们自由壁球和舒展我们性格的个别部位的好处。
Animating very cartoony motion with lots of squash and stretch on a realistic looking object may not look believable, as would realistic motion on a caricatured object.
在写实风格的物体上用许多挤压和拉伸做很卡通的运动也许看起来不可信,在一个漫画风格的物体上做写实般的运动也是这样。
This presents a challenge to get CG squash and stretch looking as nice as drawn poses, since it's usually a bit tougher to easily animate random shape deformation.
这提供了一个挑战去得到一个CG的压缩和伸展,使它看来更好作为一个绘画的POSE。因为它是通常使用有一点生硬去容易地动画随机地变形。
I hope it has given you a clearer understanding of how lead and follow, squash and stretch, shape changes and timing can play a role in your facial animation, just as in the rest of your animation.
我希望它能让你们更清楚的明白牵拉与带动,挤压与拉伸,形状变化以及时间分配是如何影响你的面部动画制作以及其他部位动画制作的。
Analyze a character in a specific pose for the best areas to show stretch and squash. Keep these areas simple.
在一个特定的动作中,仔细分析角色的特性,必须在最佳的表达区间内显示挤压及延伸的动作。但必须保持区间内动作的简单化。
Analyze a character in a specific pose for the best areas to show stretch and squash. Keep these areas simple.
在一个特定的动作中,仔细分析角色的特性,必须在最佳的表达区间内显示挤压及延伸的动作。但必须保持区间内动作的简单化。
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