017.blender技巧篇扩展中文版017 - 沿着边缘滑动顶点Slide Vertices Along Edges 01:44 016.blender技巧篇扩展中文版016-在网格上打孔 Punch Holes In Meshes 01:12 015.blender技巧篇扩展中文版015 - 凹斜面轮廓Concave Bevel Profile 01:33 014.blender技巧篇扩展中文版014 -提高渲染速度插件 Increase Your ...
24. 添加踝关节骨骼(24. Adding ankle bones) - 大小:38m 目录:24. 添加踝关节骨骼 资源数量:79,3dmax_高级,1. 介绍和项目概述,2. 自定义3ds Max 和灵活线看,3. 开始于灵活行,4. 为灵活线完成控件,5. 建立先进的弹性线扭控制,6. 最后确定灵活线麻花钻机,7. 添加壁球和拉伸
5. 添加羽毛骨骼(5. Adding the feather bones) - 大小:48m 目录:5. 添加羽毛骨骼 资源数量:29,3dmax_其他,1. 介绍和项目概述,2. 学习参考,3. 设置完场景,4. 建筑的翅膀骨系统,5. 添加羽毛骨骼,6. 把机翼骨架联系在一起,7. 包络翼,8. 包络的羽毛,9. 主翼控件,10. 我们主要
Create a JiggleRigBuilder Monobehaviour on the object, and select the root bones you want to jiggle by adding them to the list of JiggleRigs. Create a JiggleSettings ScriptableObject in the project through theCreate->JigglePhysics->Settingsmenu. Then make sure that each JiggleRig has a reference...
课时71:12_Controlling_our_jaw_bones 课时72:13_Creating_eye_controls 课时73:14_Driving_the_eyelids_with_custom_channels 课时74:15_Eyebrow_controls 课时75:16_Finishing_our_brow_controls 课时76:17_Attaching_the_eyebrows_to_follow_facial_deformations 课时77:18_Controlling_the_hair_and_tongue...
15_Adding_eyelid_bones - 大小:46m 目录:Digital Tutors - Reusing Control Rigs in Maya 资源数量:28,其他后期软件教程_其他,Digital Tutors - Reusing Control Rigs in Maya/01_Introduction_and_project_overview,Digital Tutors - Reusing Control Rigs in Maya/02_I
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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. We'll also spend a few lessons on using the inverse kinematics tool with our rigged character and explore how we can exclude IK bones and ...
17. Adding bones for the front legs and scapulas - 大小:71m 目录:Digital Tutors - Rigging Quadrupeds in 3ds Max 资源数量:52,其他后期软件教程_其他,Digital Tutors - Rigging Quadrupeds in 3ds Max/01. Introduction and project overview_www.爱给aigei.org,Dig
Create a JiggleRigBuilder Monobehaviour on the object, and select the root bones you want to jiggle by adding them to the list of JiggleRigs. Create a JiggleSettings ScriptableObject in the project through the Create->JigglePhysics->Settings menu. Then make sure that each JiggleRig has a refer...