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	<title>MAYA综合 归档 - 喵喵动画屋</title>
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	<link>https://www.miaodonghua.com/category/mayabasic</link>
	<description>探索Maya世界：基础教程、动画技巧、建模艺术与渲染技术。</description>
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	<title>MAYA综合 归档 - 喵喵动画屋</title>
	<link>https://www.miaodonghua.com/category/mayabasic</link>
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	<item>
		<title>Maya绑定教学：液压臂的伸缩和移动</title>
		<link>https://www.miaodonghua.com/3428.html</link>
					<comments>https://www.miaodonghua.com/3428.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Sat, 09 Mar 2024 07:13:48 +0000</pubDate>
				<category><![CDATA[MAYA绑定]]></category>
		<category><![CDATA[MAYA综合]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=3428</guid>

					<description><![CDATA[<p>如何在 Maya 中制作液压机械臂视频教学：https://youtu.be/UJ5ipof75Dg 本教程将 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/3428.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya绑定教学：液压臂的伸缩和移动”</span></a></p>
<p><a href="https://www.miaodonghua.com/3428.html">Maya绑定教学：液压臂的伸缩和移动</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-file"><a id="wp-block-file--media-8342a9b7-ef87-404f-84e5-2c8bb9a7be3f" href="https://www.miaodonghua.com/wp-content/uploads/2024/03/Hydraulic.zip">Hydraulic</a><a href="https://www.miaodonghua.com/wp-content/uploads/2024/03/Hydraulic.zip" class="wp-block-file__button wp-element-button" download aria-describedby="wp-block-file--media-8342a9b7-ef87-404f-84e5-2c8bb9a7be3f">点击下载模型</a></div>



<h2 class="wp-block-heading">如何在 Maya 中制作液压机械臂<br>视频教学：<a href="https://youtu.be/UJ5ipof75Dg">https://youtu.be/UJ5ipof75Dg</a></h2>



<p>本教程将向您展示如何在 Maya 中制作类似于现实世界的液压机械臂。</p>



<h3 class="wp-block-heading">步骤</h3>



<ol class="wp-block-list">
<li>创建骨骼：
<ul class="wp-block-list">
<li>进入前视图，创建关节。</li>



<li>连接关节形成机械臂结构。</li>
</ul>
</li>



<li>绑定蒙皮：
<ul class="wp-block-list">
<li>将关节绑定到液压杆和其它部件上。</li>



<li>测试绑定效果，确保没有漏绑或穿模问题。</li>
</ul>
</li>



<li>目标点约束：
<ul class="wp-block-list">
<li>选中两个关键关节，执行目标点约束。</li>



<li>反过来再执行一次约束。</li>



<li>调整约束参数，确保液压杆运动流畅。</li>
</ul>
</li>



<li>创建控制器：
<ul class="wp-block-list">
<li>创建曲线圆环作为控制器。</li>



<li>复制控制器并调整位置。</li>



<li>将控制器组添加到主控制器下。</li>
</ul>
</li>



<li>父对象约束：
<ul class="wp-block-list">
<li>使用父对象约束将控制器与根骨骼连接。</li>
</ul>
</li>



<li>限制旋转范围：
<ul class="wp-block-list">
<li>旋转控制器到极限位置。</li>



<li>限制旋转轴的最小值和最大值。</li>
</ul>
</li>
</ol>



<h3 class="wp-block-heading">总结</h3>



<p>本教程介绍了 Maya 中制作液压机械臂的基本方法，包括骨骼创建、绑定蒙皮、目标点约束、控制器创建和父对象约束等。掌握这些方法，您可以制作更加复杂的液压机械臂模型。</p>



<h3 class="wp-block-heading">练习</h3>



<ul class="wp-block-list">
<li>下载视频附件的模型文件，进行练习和修改。</li>



<li>尝试制作不同形状和功能的液压机械臂。</li>
</ul>



<h3 class="wp-block-heading">资源</h3>



<ul class="wp-block-list">
<li>Maya 文档：<a target="_blank" rel="noreferrer noopener" href="https://www.autodesk.com/support/technical/article/caas/tsarticles/ts/lC3jaffqnWFyQoLPEPm7n.html">https://www.autodesk.com/support/technical/article/caas/tsarticles/ts/lC3jaffqnWFyQoLPEPm7n.html</a></li>



<li>Maya 教程：<a target="_blank" rel="noreferrer noopener" href="https://www.youtube.com/watch?v=tZieJcA5vf0">https://www.youtube.com/watch?v=tZieJcA5vf0</a></li>



<li>Maya 论坛：<a target="_blank" rel="noreferrer noopener" href="https://forums.autodesk.com/t5/maya/ct-p/area-c2">https://forums.autodesk.com/t5/maya/ct-p/area-c2</a></li>
</ul>



<h2 class="wp-block-heading">希望这篇总结对您有所帮助！</h2>
<p><a href="https://www.miaodonghua.com/3428.html">Maya绑定教学：液压臂的伸缩和移动</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Maya2020激活失败 FLEXnet License Finder提示</title>
		<link>https://www.miaodonghua.com/3389.html</link>
					<comments>https://www.miaodonghua.com/3389.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Fri, 12 Jan 2024 09:25:15 +0000</pubDate>
				<category><![CDATA[MAYA综合]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=3389</guid>

					<description><![CDATA[<p>打开：C:\Program Files (x86)\Common Files\Autodesk Shared\ &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/3389.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya2020激活失败 FLEXnet License Finder提示”</span></a></p>
<p><a href="https://www.miaodonghua.com/3389.html">Maya2020激活失败 FLEXnet License Finder提示</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image size-full"><img fetchpriority="high" decoding="async" width="709" height="450" src="https://www.miaodonghua.com/wp-content/uploads/2024/01/image-1.webp" alt="" class="wp-image-3391"/></figure>



<p><strong>打开：C:\Program Files (x86)\Common Files\Autodesk Shared\AdskLicensing</strong></p>



<p>卸载激活工具</p>



<figure class="wp-block-image size-full"><img decoding="async" width="961" height="379" src="https://www.miaodonghua.com/wp-content/uploads/2024/01/image.webp" alt="" class="wp-image-3390"/></figure>



<p><strong>打开：C:\Autodesk\Autodesk_Maya_2020_4_ML_Windows_64bit_dlm\x86\Licensing</strong></p>



<p>安装文件</p>



<figure class="wp-block-image size-full"><img decoding="async" width="915" height="333" src="https://www.miaodonghua.com/wp-content/uploads/2024/01/image-2.webp" alt="" class="wp-image-3392"/></figure>



<p></p>
<p><a href="https://www.miaodonghua.com/3389.html">Maya2020激活失败 FLEXnet License Finder提示</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Maya：探索引人注目的3D创作世界</title>
		<link>https://www.miaodonghua.com/3357.html</link>
					<comments>https://www.miaodonghua.com/3357.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Sat, 09 Dec 2023 13:05:17 +0000</pubDate>
				<category><![CDATA[MAYA综合]]></category>
		<category><![CDATA[3d软件]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[MAYA简介]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=3357</guid>

					<description><![CDATA[<p>标题：《Maya：探索引人注目的3D创作世界》 Maya是当今最著名的3D内容创建应用程序之一，其强大功能使得 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/3357.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya：探索引人注目的3D创作世界”</span></a></p>
<p><a href="https://www.miaodonghua.com/3357.html">Maya：探索引人注目的3D创作世界</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[
<p>标题：《Maya：探索引人注目的3D创作世界》</p>



<p>Maya是当今最著名的3D内容创建应用程序之一，其强大功能使得用户能够创作出引人注目的数字内容，涵盖了模型、动画、视觉效果、游戏和模拟等多个领域。在Maya的世界里，创作者们可以通过各种操作，将他们的创意想象变为现实，以下是Maya中常见的操作类别：</p>



<h3 class="wp-block-heading">1. 模型创建</h3>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1280" height="720" src="https://www.miaodonghua.com/wp-content/uploads/2023/12/image.webp" alt="" class="wp-image-3358"/></figure>



<p>Maya支持多种建模方法，包括多边形、非均匀有理B样条线（NURBS）和细分曲面。这些不同的对象类型各有优势，供美工人员选择使用。多边形可以通过构建和重新定形简单曲面生成曲面模型，NURBS则通过高级控制轻松创建平滑的弯曲曲面，而细分曲面则在较高级别编辑曲面的同时保持数据开销最小。</p>



<h3 class="wp-block-heading">2. 角色绑定</h3>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1280" height="720" src="https://www.miaodonghua.com/wp-content/uploads/2023/12/image-1.webp" alt="" class="wp-image-3359"/></figure>



<p>Maya允许用户定义角色的内部骨架，并将蒙皮绑定到这些骨架上，从而创建逼真的、具有变形移动的角色。这对于动画制作至关重要，特别是在涉及到关节连接的模型时，如人、动物、机器人等。</p>



<h3 class="wp-block-heading">3. 动画</h3>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1280" height="720" src="https://www.miaodonghua.com/wp-content/uploads/2023/12/image-6.webp" alt="" class="wp-image-3364"/></figure>



<p>Maya的一大特色是几乎所有内容都可以设置关键帧或进行动画设置。这使得创作者能够为场景中的对象或角色添加生动的运动和变化，为创作注入更多的生命力。</p>



<h3 class="wp-block-heading">4. 动力学、流体和其他模拟效果</h3>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1280" height="720" src="https://www.miaodonghua.com/wp-content/uploads/2023/12/image-3.webp" alt="" class="wp-image-3361"/></figure>



<p>Maya提供全套工具，可以模拟现实世界中的各种效果，如火焰、爆炸、流体、皮毛以及物体碰撞物理等。这些效果使得数字内容更加真实和引人入胜。</p>



<h3 class="wp-block-heading">5. 绘制和Paint Effects</h3>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1431" height="746" src="https://www.miaodonghua.com/wp-content/uploads/2023/12/image-7.webp" alt="" class="wp-image-3365"/></figure>



<p>Maya不仅支持在2D画布上绘制，还可以直接在3D模型上进行绘制。用户可以使用图形数字化仪或鼠标进行创作，创建几何体，脚本化绘制等，展现了Maya在创意表达方面的广泛应用。</p>



<h3 class="wp-block-heading">6. 照明、着色和渲染</h3>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1280" height="720" src="https://www.miaodonghua.com/wp-content/uploads/2023/12/image-5.webp" alt="" class="wp-image-3363"/></figure>



<p>Maya提供了丰富的照明、着色和渲染工具，使得用户能够为他们的场景或动画创建静态图像或影片。Maya支持用户选择不同的渲染器，以满足不同的创作需求。</p>



<p>总体而言，Maya作为一款综合性的3D内容创建应用程序，为创作者提供了丰富的工具和功能，使他们能够在数字创作的世界中尽情发挥创意，打造出令人瞩目的作品。Maya的强大功能和灵活性，使其成为许多专业美工和动画师的首选工具，持续推动着数字艺术的创新和发展。</p>
<p><a href="https://www.miaodonghua.com/3357.html">Maya：探索引人注目的3D创作世界</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
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			</item>
		<item>
		<title>Maya动画入门：一步步教你制作狗狗跑步动画！</title>
		<link>https://www.miaodonghua.com/2754.html</link>
					<comments>https://www.miaodonghua.com/2754.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Sat, 26 Aug 2023 08:11:26 +0000</pubDate>
				<category><![CDATA[MAYA动画教学]]></category>
		<category><![CDATA[MAYA综合]]></category>
		<category><![CDATA[Maya动画]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[狗跑]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=2754</guid>

					<description><![CDATA[<p>3D动画：狗狗跑步参考图 视频中所用的狗狗绑定模型来源：3D Pincher Dog &#8211; Turb &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/2754.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya动画入门：一步步教你制作狗狗跑步动画！”</span></a></p>
<p><a href="https://www.miaodonghua.com/2754.html">Maya动画入门：一步步教你制作狗狗跑步动画！</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[
<p>3D动画：狗狗跑步参考图</p>



<hr class="wp-block-separator has-alpha-channel-opacity is-style-wide"/>



<figure class="wp-block-image size-full is-resized is-style-default"><img loading="lazy" decoding="async" src="https://www.miaodonghua.com/wp-content/uploads/2023/08/516e775793fed96794ca2e264c849c81.gif" alt="狗狗跑步参考图" class="wp-image-2755" width="674" height="472"/></figure>



<p>视频中所用的狗狗绑定模型来源：<a href="https://www.turbosquid.com/3d-models/3d-pincher-dog-1714212"><mark style="background-color:rgba(0, 0, 0, 0)" class="has-inline-color has-vivid-cyan-blue-color">3D Pincher Dog &#8211; TurboSquid 1714212</mark></a></p>



<p>免费版权狗狗绑定模型推荐：<a href="https://www.cgtrader.com/free-3d-models/animals/mammal/dog-rig-in-maya"><mark style="background-color:rgba(0, 0, 0, 0)" class="has-inline-color has-vivid-cyan-blue-color">dog rig in maya free 3D model rigged | CGTrader</mark></a></p>



<p>从第1帧开始，制作第1个关键pose，狗的前后脚单脚踩地，调整重心和头部角度。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1000" height="701" src="https://www.miaodonghua.com/wp-content/uploads/2023/08/11.webp" alt="" class="wp-image-2773"/></figure>



<p>在第3帧，制作第2个关键pose，前双脚踩地，后双脚离地，调整重心和头部角度。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1000" height="701" src="https://www.miaodonghua.com/wp-content/uploads/2023/08/3.webp" alt="" class="wp-image-2775"/></figure>



<p>在第5帧，制作第3个关键pose，一只前脚踩地，后脚离地，调整重心和头部角度。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1000" height="701" src="https://www.miaodonghua.com/wp-content/uploads/2023/08/5.webp" alt="" class="wp-image-2776"/></figure>



<p>在第7帧，制作第4个关键pose，一只后脚踩地，前脚离地，调整重心和头部角度。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1000" height="701" src="https://www.miaodonghua.com/wp-content/uploads/2023/08/7.webp" alt="" class="wp-image-2777"/></figure>



<p>在第9帧，制作第5个关键pose，后双脚踩地，前双脚离地，调整重心和头部角度。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1000" height="701" src="https://www.miaodonghua.com/wp-content/uploads/2023/08/9.webp" alt="" class="wp-image-2778"/></figure>



<p>第11帧回到第1帧的pose，复制第1帧的pose到第11帧，形成循环。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1000" height="701" src="https://www.miaodonghua.com/wp-content/uploads/2023/08/1.webp" alt="" class="wp-image-2774"/></figure>



<p></p>
<p><a href="https://www.miaodonghua.com/2754.html">Maya动画入门：一步步教你制作狗狗跑步动画！</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
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		<title>Maya中如何开启软选择模式以及修改软选范围（Soft select &#038; range modify）？</title>
		<link>https://www.miaodonghua.com/1579.html</link>
					<comments>https://www.miaodonghua.com/1579.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Wed, 25 Nov 2020 14:41:24 +0000</pubDate>
				<category><![CDATA[MAYA综合]]></category>
		<category><![CDATA[Maya入门]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[Soft select]]></category>
		<category><![CDATA[快捷键]]></category>
		<category><![CDATA[组件]]></category>
		<category><![CDATA[软选择]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=1579</guid>

					<description><![CDATA[<p>那么所谓的“软选择（Soft select）”，说的简单一点就是让我们所选定的组件（例如点、线、面）在操作的过 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1579.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya中如何开启软选择模式以及修改软选范围（Soft select &#038; range modify）？”</span></a></p>
<p><a href="https://www.miaodonghua.com/1579.html">Maya中如何开启软选择模式以及修改软选范围（Soft select &#038; range modify）？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[
<p>那么所谓的<strong>“软选择（Soft select）”</strong>，说的简单一点就是让我们所选定的组件（例如点、线、面）在操作的过程中产生<strong>平滑过渡</strong>的效果。</p>



<p><strong>常规软选择开启：</strong>我们双击工具盒中的任意工具，都可以在设置界面中启用Soft select。</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/25/o871LwUkGhSRF96.jpg" alt=""/></figure></div>



<script async src="https://pagead2.googlesyndication.com/pagead/js/adsbygoogle.js?client=ca-pub-1584160736864126"

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<p><strong>快捷键开启：</strong>B键，再按一次关闭（推荐使用快捷键）。</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/25/M6XAmJ9HQ53vpGY.jpg" alt=""/></figure></div>



<p><strong>修改软选择范围：</strong>按住B键+鼠标左键拖动。</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/25/jaseoywMqV8iPHS.jpg" alt=""/></figure></div>



<script async src="https://pagead2.googlesyndication.com/pagead/js/adsbygoogle.js?client=ca-pub-1584160736864126"

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<p></p>
<p><a href="https://www.miaodonghua.com/1579.html">Maya中如何开启软选择模式以及修改软选范围（Soft select &#038; range modify）？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Maya中如何显示多边形计数（Ploy Count）？</title>
		<link>https://www.miaodonghua.com/1550.html</link>
					<comments>https://www.miaodonghua.com/1550.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Mon, 23 Nov 2020 14:33:53 +0000</pubDate>
				<category><![CDATA[MAYA综合]]></category>
		<category><![CDATA[Maya入门]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[Ploy Count]]></category>
		<category><![CDATA[UV]]></category>
		<category><![CDATA[多边形计数]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=1550</guid>

					<description><![CDATA[<p>那么所谓的多边形计数（Ploy Count）也就是指在工作区显示多边形顶点、边、面、三角形和 UV 的数量。我 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1550.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya中如何显示多边形计数（Ploy Count）？”</span></a></p>
<p><a href="https://www.miaodonghua.com/1550.html">Maya中如何显示多边形计数（Ploy Count）？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[
<p>那么所谓的多边形计数（Ploy Count）也就是指在工作区显示<strong>多边形顶点、边、面、三角形和 UV 的数量。</strong>我们只需要在<strong>显示菜单（Display）→平视显示器（<strong>Heads Up Display</strong>）→启用多边形计数（Poly Count）。</strong></p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/23/DQeV4yqJ7nb3wEk.jpg" alt=""/></figure></div>
<p><a href="https://www.miaodonghua.com/1550.html">Maya中如何显示多边形计数（Ploy Count）？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Maya中如何关于任意点对称复制模型（Symmetric copy model）？</title>
		<link>https://www.miaodonghua.com/1518.html</link>
					<comments>https://www.miaodonghua.com/1518.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Sun, 22 Nov 2020 15:14:23 +0000</pubDate>
				<category><![CDATA[MAYA综合]]></category>
		<category><![CDATA[Maya入门]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[世界中心对称]]></category>
		<category><![CDATA[半边人物模型]]></category>
		<category><![CDATA[吸附]]></category>
		<category><![CDATA[对称复制]]></category>
		<category><![CDATA[边界对称]]></category>
		<category><![CDATA[镜像]]></category>
		<category><![CDATA[镜像复制]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=1518</guid>

					<description><![CDATA[<p>例如我们场景中的这个半边人物模型，接下来我们就利用它来进行快速的对称复制。 假设我们需要模型的另一半关于世界中 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1518.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya中如何关于任意点对称复制模型（Symmetric copy model）？”</span></a></p>
<p><a href="https://www.miaodonghua.com/1518.html">Maya中如何关于任意点对称复制模型（Symmetric copy model）？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[
<p>例如我们场景中的这个<strong>半边人物模型</strong>，接下来我们就利用它来进行快速的<strong>对称复制。</strong></p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/22/pVPNXfU7baMJn9D.jpg" alt=""/></figure></div>



<p>假设我们需要模型的另一半<strong>关于世界中心对称复制</strong>，如下图。</p>



<div class="wp-block-group"><div class="wp-block-group__inner-container is-layout-flow wp-block-group-is-layout-flow">
<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/22/UEGgbVLDOdX48iR.jpg" alt=""/></figure></div>



<p>我们就可以将该复制模型的坐标轴，<strong>按住D键+X键</strong>，将坐标吸附修改至世界坐标中心点上。</p>
</div></div>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/22/31dRPw8yHstMUWI.jpg" alt=""/></figure></div>



<p>然后，我们在模型<strong>缩放X参数前加一个负号（-）</strong>，这样关于世界中心的对称复制就完成了。</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/22/FznIOGRL68kaWlQ.jpg" alt=""/></figure></div>



<p>再假设：我们需要模型关于<strong>边界对称</strong>复制出另一半，如下图。</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/22/3lbi9ncCfztaejY.jpg" alt=""/></figure></div>



<p>我们就可以将该复制模型的坐标轴，<strong>按住D键+V键</strong>，将坐标吸附修改至边界上的任意点。</p>



<figure class="wp-block-image size-large"><img decoding="async" src="https://i.loli.net/2020/11/22/Ry7JP1Cjf9LaHi8.jpg" alt=""/></figure>



<p>同样的，我们在模型<strong>缩放X参数前加一个负号（-）</strong>，这样关于模型边界的对称复制就完成了。</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/22/trbl3F2PNABvI5g.jpg" alt=""/></figure></div>



<p><strong>总结：</strong>那么这个对称复制和我们的镜像复制是很相似的，只不过这种方法操作起来要更加的快捷方便，我们在建模的过程中会经常用到。</p>
<p><a href="https://www.miaodonghua.com/1518.html">Maya中如何关于任意点对称复制模型（Symmetric copy model）？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Maya中如何让模型沿轴翻转（Flip along axis）？</title>
		<link>https://www.miaodonghua.com/1514.html</link>
					<comments>https://www.miaodonghua.com/1514.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Sun, 22 Nov 2020 08:38:16 +0000</pubDate>
				<category><![CDATA[MAYA综合]]></category>
		<category><![CDATA[Maya入门]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[水平翻转模型]]></category>
		<category><![CDATA[沿轴翻转模型]]></category>
		<category><![CDATA[通道盒]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=1514</guid>

					<description><![CDATA[<p>例如，我们要让模型沿着自身坐标轴X轴的方向水平翻转。 我们就可以通道盒中，在缩放参数X(Scale X)前面加 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1514.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya中如何让模型沿轴翻转（Flip along axis）？”</span></a></p>
<p><a href="https://www.miaodonghua.com/1514.html">Maya中如何让模型沿轴翻转（Flip along axis）？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[
<p>例如，我们要让模型<strong>沿着自身坐标轴X轴的方向水平翻转</strong>。</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/22/KA6QenLkJSVFpb2.jpg" alt=""/></figure></div>



<p>我们就可以通道盒中，在<strong>缩放参数X(Scale X)前面加一个负号（-）</strong>就可以快速沿着X轴翻转模型。</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/22/K7BXODF8qnw1kLM.jpg" alt=""/></figure></div>



<p>同理要沿着Y/Z轴翻转，我们只要在对应的缩放参数Y/Z前加一个负号（-）。<strong>如果参数为负值（-），就将其就改为正值（+）。</strong></p>
<p><a href="https://www.miaodonghua.com/1514.html">Maya中如何让模型沿轴翻转（Flip along axis）？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Maya中如何显示法线和取消显示法线（Show normal）？</title>
		<link>https://www.miaodonghua.com/1509.html</link>
					<comments>https://www.miaodonghua.com/1509.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Sun, 22 Nov 2020 05:42:44 +0000</pubDate>
				<category><![CDATA[MAYA综合]]></category>
		<category><![CDATA[Face Normal]]></category>
		<category><![CDATA[Maya入门]]></category>
		<category><![CDATA[Maya教程]]></category>
		<category><![CDATA[取消显示法线]]></category>
		<category><![CDATA[显示法线]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=1509</guid>

					<description><![CDATA[<p>显示法线：选择多边形表面，然后依次打开显示菜单（Display）→多边形（polygon）→面法线（Face  &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1509.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya中如何显示法线和取消显示法线（Show normal）？”</span></a></p>
<p><a href="https://www.miaodonghua.com/1509.html">Maya中如何显示法线和取消显示法线（Show normal）？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[<p><strong>显示法线：</strong>选择多边形表面，然后依次打开<strong>显示菜单（Display）→多边形（polygon）→面法线（Face Normal）。<br /></strong><strong>取消显示法线：</strong>再执行一次<strong>面法线（Face Normal）命令。</strong></p>


<div class="wp-block-image is-style-default"><figure class="aligncenter size-large is-resized"><img loading="lazy" decoding="async" src="https://i.loli.net/2020/11/22/t5XcVSBTuHlDd2g.jpg" alt="显示法线" width="1815" height="1071"/></figure></div>
<p><a href="https://www.miaodonghua.com/1509.html">Maya中如何显示法线和取消显示法线（Show normal）？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Maya中如何让创建的对象位于世界坐标中心（Interactive Creation）？</title>
		<link>https://www.miaodonghua.com/1496.html</link>
					<comments>https://www.miaodonghua.com/1496.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Wed, 18 Nov 2020 18:01:00 +0000</pubDate>
				<category><![CDATA[MAYA综合]]></category>
		<category><![CDATA[Interactive Creation]]></category>
		<category><![CDATA[Maya入门]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[Nurbs Primitives]]></category>
		<category><![CDATA[NURBS基本体]]></category>
		<category><![CDATA[Polygon Primitives]]></category>
		<category><![CDATA[Polygon基本体]]></category>
		<category><![CDATA[交互式创建]]></category>
		<category><![CDATA[创建多边形]]></category>
		<category><![CDATA[创建曲面]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=1496</guid>

					<description><![CDATA[<p>创建Polygon基本体和NURBS基本体有两种方式，一种就是我们常用的：交互式创建，创建的同时确定底面，再确 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1496.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya中如何让创建的对象位于世界坐标中心（Interactive Creation）？”</span></a></p>
<p><a href="https://www.miaodonghua.com/1496.html">Maya中如何让创建的对象位于世界坐标中心（Interactive Creation）？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[
<p id="block-007387e5-f290-47fa-bce8-9884887bb815">创建Polygon基本体和<a href="https://www.baidu.com/s?wd=NURBS&amp;tn=44039180_cpr&amp;fenlei=mv6quAkxTZn0IZRqIHckPjm4nH00T1Y3nHw9uANBujIbuHfkmhF90ZwV5Hcvrjm3rH6sPfKWUMw85HfYnjn4nH6sgvPsT6KdThsqpZwYTjCEQLGCpyw9Uz4Bmy-bIi4WUvYETgN-TLwGUv3EnW6zPjnLP1Ts">NURBS</a>基本体有两种方式，一种就是我们常用的：<strong>交互式创建，创建的同时确定底面，再确定高度。</strong></p>



<div id="block-d86e592d-abe0-4fec-a6c9-7b2776e849ab" class="wp-block-image"><figure class="aligncenter"><img decoding="async" src="https://i.loli.net/2020/11/19/jwfesNMELyZripY.jpg" alt="此图像的alt属性为空；文件名为jwfesNMELyZripY.jpg"/></figure></div>



<p id="block-12f2ba69-43e5-444e-9ae6-59df42947685">另一种就是我们想要的：<strong>默认创建物体位于世界坐标原点。</strong></p>



<div id="block-6d2306b2-1abb-4dd6-9f0f-d2d064816d05" class="wp-block-image"><figure class="aligncenter"><img decoding="async" src="https://i.loli.net/2020/11/19/MGdixt87FUpEsfZ.jpg" alt="此图像的alt属性为空；文件名为MGdixt87FUpEsfZ.jpg"/></figure></div>



<p id="block-7297424f-4d08-4282-9550-c22851526291"><strong>两种方式的转换在Create菜单下<a href="https://www.baidu.com/s?wd=NURBS&amp;tn=44039180_cpr&amp;fenlei=mv6quAkxTZn0IZRqIHckPjm4nH00T1Y3nHw9uANBujIbuHfkmhF90ZwV5Hcvrjm3rH6sPfKWUMw85HfYnjn4nH6sgvPsT6KdThsqpZwYTjCEQLGCpyw9Uz4Bmy-bIi4WUvYETgN-TLwGUv3EnW6zPjnLP1Ts">NURBS</a> Primitives和Polygon Primitives中，去掉勾选Interactive Creation交互式创建就行了。</strong></p>



<div id="block-3a088e7e-6c74-4997-ae17-7dc0defd2818" class="wp-block-image"><figure class="aligncenter"><img decoding="async" src="https://i.loli.net/2020/11/19/pCSb95HfRakeQtj.jpg" alt="此图像的alt属性为空；文件名为pCSb95HfRakeQtj.jpg"/></figure></div>



<p id="block-a1b6fdc0-1524-4cb2-86bc-9c09844e8cd9"><strong>一般创建完基本体以后肯定是要调整模型结构的，所以多数情况不使用交互式创建，当然交互式创建可以直观地构建你要的基本体。</strong></p>
<p><a href="https://www.miaodonghua.com/1496.html">Maya中如何让创建的对象位于世界坐标中心（Interactive Creation）？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
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