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DIGITALTUTORS UNITY MOBILE GAME DEVELOPMENT RIGGING AND ANIMATION (Unity手機遊戲開發教學之骨骼綁定與動畫教學) 英文教學版(DVD一片裝)
軟體簡介:
本教學是由Digital-Tutors機構出品的Unity手機遊戲開發教學之骨骼綁定與動畫
- Digital Tutors Unity Mobile Game Development Rigging And Animation ,
時長:1小時23分,附工程原始檔案,作者:Justin Marshall
Unity是一款跨平臺的遊戲開發工具,從一開始就被設計成易於使用的產品。作為
一個完全集成的專業級應用,Unity還包含了價值數百萬美元的功能強大的遊戲引擎。
在本教學中,我們將學習Unity遊戲中的骨骼綁定與動畫製作過程.我們將學習骨
頭與需要應用到它上面的影響限制.我們還會學習到創建擁有豐富控制功能的骨骼
的技術.我們還會學習到如何對控制骨骼進行優化.最終我們將給到動畫師一個非
常有彈性的骨骼,讓他們能製作出非常有吸引力的作品.
In this tutorial, we will learn the rigging and animation process for our
Unity game. We'll start by taking a look into our rigging process. We'll learn
about bone and influence limits that we should adhere to. We'll learn
techniques for creating rigs with a sufficient amount of control, despite our
limitations. We'll cover repurposing and optimizing control rigs to work more
efficiently. In the end, we will have given the animator a very flexible rig
with more than enough control to successful create appealing performances in
the characters they've been tasked with. In animation, we'll learn some neat
animation tricks and techniques to bring your game assets to life in an fun
away; techniques that consist of: reversing an animated sequence, avoiding
weightlessness, and tricks for animating a crawling creature with several
legs. By the end of this course, you'll have a greater understanding of tools
and techniques you can use to create exciting game animations; animations
that can then be then handed off to programmers to start polishing the game's
functionality.
軟體簡介:
本教學是由Digital-Tutors機構出品的Unity手機遊戲開發教學之骨骼綁定與動畫
- Digital Tutors Unity Mobile Game Development Rigging And Animation ,
時長:1小時23分,附工程原始檔案,作者:Justin Marshall
Unity是一款跨平臺的遊戲開發工具,從一開始就被設計成易於使用的產品。作為
一個完全集成的專業級應用,Unity還包含了價值數百萬美元的功能強大的遊戲引擎。
在本教學中,我們將學習Unity遊戲中的骨骼綁定與動畫製作過程.我們將學習骨
頭與需要應用到它上面的影響限制.我們還會學習到創建擁有豐富控制功能的骨骼
的技術.我們還會學習到如何對控制骨骼進行優化.最終我們將給到動畫師一個非
常有彈性的骨骼,讓他們能製作出非常有吸引力的作品.
In this tutorial, we will learn the rigging and animation process for our
Unity game. We'll start by taking a look into our rigging process. We'll learn
about bone and influence limits that we should adhere to. We'll learn
techniques for creating rigs with a sufficient amount of control, despite our
limitations. We'll cover repurposing and optimizing control rigs to work more
efficiently. In the end, we will have given the animator a very flexible rig
with more than enough control to successful create appealing performances in
the characters they've been tasked with. In animation, we'll learn some neat
animation tricks and techniques to bring your game assets to life in an fun
away; techniques that consist of: reversing an animated sequence, avoiding
weightlessness, and tricks for animating a crawling creature with several
legs. By the end of this course, you'll have a greater understanding of tools
and techniques you can use to create exciting game animations; animations
that can then be then handed off to programmers to start polishing the game's
functionality.
