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	<title>动画 归档 - 喵喵动画屋</title>
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	<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>动画 归档 - 喵喵动画屋</title>
	<link>https://www.miaodonghua.com/tag/动画</link>
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	<item>
		<title>Maya 2022+ Eleven Rig绑定模型</title>
		<link>https://www.miaodonghua.com/3534.html</link>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Wed, 01 Oct 2025 08:05:18 +0000</pubDate>
				<category><![CDATA[MAYA绑定]]></category>
		<category><![CDATA[Maya教程]]></category>
		<category><![CDATA[动画]]></category>
		<category><![CDATA[绑定]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=3534</guid>

					<description><![CDATA[<p>免费开源的 Eleven RIG 模型 —— Maya 动画练习利器 今天要和大家分享的是一个非常经典的免费开 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/3534.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya 2022+ Eleven Rig绑定模型”</span></a></p>
<p><a href="https://www.miaodonghua.com/3534.html">Maya 2022+ Eleven Rig绑定模型</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
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<div class="wp-block-file"><a id="wp-block-file--media-dd668aec-6c39-4cd4-bdd1-b8eddfdea560" href="https://www.miaodonghua.com/wp-content/uploads/2025/10/ElevenRig_FinalTextures.7z"><br>ElevenRig_Final+Textures</a><a href="https://www.miaodonghua.com/wp-content/uploads/2025/10/ElevenRig_FinalTextures.7z" class="wp-block-file__button wp-element-button" download aria-describedby="wp-block-file--media-dd668aec-6c39-4cd4-bdd1-b8eddfdea560">下载</a></div>



<h2 class="wp-block-heading"></h2>



<h3 class="wp-block-heading">免费开源的 Eleven RIG 模型 —— Maya 动画练习利器</h3>



<p>今天要和大家分享的是一个非常经典的免费开源模型 —— <strong>Eleven RIG</strong>。<br>这个模型在动画学习圈子里非常有名，因为它简洁、优质，常被用作日常的动画练习。</p>



<p>不过，原版 Eleven RIG 在 Maya2014 之后就停止更新了，对后续版本支持不佳。为此，我对其绑定进行了全面重置，采用了更主流、更通用的 <strong>ADV 绑定系统</strong>，大大提升了兼容性与实用性。</p>



<h3 class="wp-block-heading">功能特色</h3>



<p>在保持原有基础功能的同时，我还做了一些扩展：</p>



<ol class="wp-block-list">
<li><strong>性别切换</strong> —— 一键切换男女角色，练习更灵活。</li>



<li><strong>眉毛切换</strong> —— 提供三种粗细样式，适配不同风格。</li>



<li><strong>胡子样式</strong> —— 可选择不同大小的胡子，丰富角色表现力。</li>



<li><strong>发型绑定</strong> —— 新增男女头发绑定，动画细节更饱满。</li>



<li><strong>iPhone ARKit 面捕支持</strong> —— 直接连接面部捕捉数据，让表情动画更真实。</li>
</ol>



<h3 class="wp-block-heading">版权声明</h3>



<p>出于对原作者的尊重，我在模型绑定中加入了版权归属显示。该模型依然保持开源与免费特性，可以放心用于学习与商业环境。</p>



<h3 class="wp-block-heading">写在最后</h3>



<p>绑定和优化这个模型花费了不少时间，希望它能为大家的学习和项目带来帮助。如果觉得有用，欢迎点赞与支持，谢谢</p>



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<p></p>
<p><a href="https://www.miaodonghua.com/3534.html">Maya 2022+ Eleven Rig绑定模型</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>maya中制作女性走路动画</title>
		<link>https://www.miaodonghua.com/2810.html</link>
					<comments>https://www.miaodonghua.com/2810.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Sat, 16 Sep 2023 10:15:28 +0000</pubDate>
				<category><![CDATA[MAYA动画教学]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[Maya教程]]></category>
		<category><![CDATA[动画]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=2810</guid>

					<description><![CDATA[<p>首先我们先给角色固定一个基础pose，减少后面不必要的一些工作对于双脚，我们尽量的向内靠拢，脚尖向两侧撇开，呈 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/2810.html" class="more-link">继续阅读<span class="screen-reader-text">“maya中制作女性走路动画”</span></a></p>
<p><a href="https://www.miaodonghua.com/2810.html">maya中制作女性走路动画</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
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<iframe title="Maya女性角色行走动画教程 | 从零开始制作完美动画" width="525" height="295" src="https://www.youtube.com/embed/wrPaRCemIvQ?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p>首先我们先给角色固定一个基础pose，减少后面不必要的一些工作<br>对于双脚，我们尽量的向内靠拢，脚尖向两侧撇开，呈一个外八字</p>



<figure class="wp-block-image size-full"><img fetchpriority="high" decoding="async" width="1561" height="745" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image.webp" alt="" class="wp-image-2811" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image.webp 1561w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-1536x733.webp 1536w" sizes="(max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>膝盖的向量我们要设置为不跟随，让它等于0</p>



<figure class="wp-block-image size-full"><img decoding="async" width="1651" height="853" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-1.webp" alt="" class="wp-image-2812" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-1.webp 1651w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-1-1536x794.webp 1536w" sizes="(max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>手臂和头我们同样的需要让它不跟随身体，全局设置为10</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1599" height="813" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-3.webp" alt="" class="wp-image-2814" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-3.webp 1599w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-3-1536x781.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>做完这些准备工作以后，我们就可以来制作动画了</p>



<p>首先我们制作的是24fps，25帧长度的循环动画，为了便于观看，我先在关键pose的地方记录上书签，红色是开始pose，交换pose，以及回到开始pose，白色我们用来标记其他关键pose。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1706" height="498" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-4.webp" alt="" class="wp-image-2815" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-4.webp 1706w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-4-1536x448.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>现在我们我们制作第一个接触地面的pose，我们在第1帧，选中双脚和重心控制器，设置关键帧，重心我们重心适当的下压，我们调整腿部的pose，前脚即将踩地，后脚点地即将离开地面。那么这里我们要特别注意，不要把脚一开始做得太直了，要给后面做扭胯和重心变化留一些余地。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1007" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-5.webp" alt="" class="wp-image-2818" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-5.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-5-1536x806.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>然后我们在第4帧设置第二个向下的关键pose，重心继续大幅度下压。前脚平踩地面，后脚离开地面。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1007" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-6.webp" alt="" class="wp-image-2819" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-6.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-6-1536x806.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>然后我们在第7帧设置第三个过度pose，那么这个重心要比接触地面的重心还要高那么一点，前脚，位于重心下方，后脚做一个收的动作。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1007" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-7.webp" alt="" class="wp-image-2820" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-7.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-7-1536x806.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>然后我们在第10帧设置第四个向上的pose，那么这个重心继续上移达到最高点，我们让这只脚继续向前，后脚我们继续向后，稍微垫一点脚尖。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1007" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-8.webp" alt="" class="wp-image-2821" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-8.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-8-1536x806.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>然后我们在第13帧设置第五个踩地pose，它和我们的第一帧的重心是一样的，前脚和后脚也只是交换了位置。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1007" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-9.webp" alt="" class="wp-image-2822" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-9.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-9-1536x806.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>那么往后的16帧，19帧，20帧都对应了前面的4帧，7帧，10帧的反pose，我们跟着做就可以了</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1824" height="401" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-10.webp" alt="" class="wp-image-2823" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-10.webp 1824w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-10-1536x338.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>然后第25帧结束，刚好是一个走路循环，我们可以把第一帧的pose复制过来用</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1007" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-11.webp" alt="" class="wp-image-2824" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-11.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-11-1536x806.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>现在下半身的pose已经摆好了，我们给双腿和重心开启前后循环，然后我们调整一下曲线，过渡不顺畅的地方我们做一下优化调整。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1285" height="559" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-12.webp" alt="" class="wp-image-2825"/></figure>



<p>接着我们来处理滑步，这里我们就用这个python滑步工具来处理，还会使用的可以看我之前发布的视频或者点右上角观看。</p>



<p>我们踩地这帧获取位置，然后在即将离地的这帧获取位置，然后计算位移差。接着我们在第4帧开始修复滑步直到第13帧结束</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1007" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-13.webp" alt="" class="wp-image-2826" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-13.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-13-1536x806.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>另外这只脚，从16帧开始踩地，25帧结束，然后我们把第25帧复制到第1帧保持pose连续性</p>



<figure class="wp-block-image size-full is-resized"><img loading="lazy" decoding="async" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-14.webp" alt="" class="wp-image-2827" style="width:674px;height:354px" width="674" height="354" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-14.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-14-1536x806.webp 1536w" sizes="auto, (max-width: 674px) 100vw, 674px" /></figure>



<p>好了，接着我们要调节胯部和肢体的一些摇摆，我们选中手部控制器，头部，胸部，腰部，重心次级，以及跨步控制器，在第1帧，第13帧，第25帧设置关键帧。</p>



<p>那么这里我们的扭胯，可以参考这张图，这里画的很夸张，但是我们做的时候幅度可以不用这么大。前脚下落，所以我们的跨朝着抬脚的一侧倾斜。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1007" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-17.webp" alt="" class="wp-image-2830" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-17.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-17-1536x806.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>那么这个腰部：它会朝着前脚的一侧旋转，这个角度为最大值</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1574" height="608" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-19.webp" alt="" class="wp-image-2832" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-19.webp 1574w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-19-1536x593.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>这个重心次级控制器：我们可以用来修正身体的整体倾斜程度</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1007" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-24.webp" alt="" class="wp-image-2837" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-24.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-24-1536x806.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>然后这个手部：我们先把甩手的最大幅度给它调整好，那么这个手，我做的是被动甩手，所以幅度不会非常大，太大了反而不自然，手指我们就不浪费时间去调了，我直接把它搞定了 </p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1007" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-30.webp" alt="" class="wp-image-2847" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-30.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-30-1536x806.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>调好了手部，我们就可以推测出胸部会朝着向后甩手的一侧去倾斜 </p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1508" height="632" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-21.webp" alt="" class="wp-image-2834"/></figure>



<p>最后，头部也要保持和躯体的协调，我们让它正常的平视前方就可以了</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1690" height="765" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-22.webp" alt="" class="wp-image-2835" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-22.webp 1690w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-22-1536x695.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>调好了第1帧，我们把pose复制到第25帧，保持连续性。然后我们接着把13帧调节一下， 思路和第1帧差不多，只是一些相反的pose，前脚下落，胯部朝着抬脚的一侧倾斜。腰部朝着前脚的一侧旋转，这个角度为最大值。重心次级控制器修正身体倾斜度。手部把甩手的最大幅度给它调整好。胸部会朝着向后甩手的一侧去倾斜。头部保持和躯体的协调，让它平视前方。</p>



<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>



<p>最后我们只要在第6帧和第18帧加上中间帧，基本上可以了。</p>



<p>我们先来调节第6帧，这里我们胯部发生一次极速转换，重力作用在踩地的这只脚，它托起了另一侧抬起的脚，所以我们要让胯部朝着抬脚的这侧倾斜，这样这个转换感觉马上就上来了。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1007" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-18.webp" alt="" class="wp-image-2831" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-18.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-18-1536x806.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>那么，此时这个重心会朝着踩地的这只脚移动，于此同时它还会向前移动那么一点点</p>



<figure class="wp-block-image size-full is-resized"><img loading="lazy" decoding="async" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-23.webp" alt="" class="wp-image-2836" style="width:680px;height:357px" width="680" height="357" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-23.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-23-1536x806.webp 1536w" sizes="auto, (max-width: 680px) 100vw, 680px" /></figure>



<p>至于这个腰部，我们只需要配合这个重心，把它摆正了就可以了</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1669" height="705" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-25.webp" alt="" class="wp-image-2838" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-25.webp 1669w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-25-1536x649.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>头部我们可以先摆正，并且它会有一点微微的向下看的肢体配合，不要太多了</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1007" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-26.webp" alt="" class="wp-image-2839" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-26.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-26-1536x806.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>做完了这些，我们再来设置第18帧就简单了，因为又和第6帧是相反的动作，这里我们胯部发生一次极速转换，重力作用在踩地的这只脚，它托起了另一侧抬起的脚，所以我们要让胯部朝着抬脚的这侧倾斜。此时这个重心会朝着踩地的这只脚移动，于此同时它还会向前移动那么一点点。至于这个腰部，同样的配合重心把它摆正了就可以，头部我们也是让它有一点微微的向下看的肢体配合。</p>



<p>好了，做完了这些，我们需要把手在优化一下，让它跟随，看起来软一点。我们选中两只手臂，选中第1到第13帧，我们统一向后挪2帧，然后我们在第5帧设置关键帧，移动到第1帧，接着再把第1帧复制到最后一帧，保持连贯。肩部我们也顺便处理一下，这个滞后一帧就差不多了。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1007" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-28.webp" alt="" class="wp-image-2843" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-28.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-28-1536x806.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>接着我们在第4帧，让手肘和手腕做一些滞后处理。然后我们再在16帧做滞后处理。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1007" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-29.webp" alt="" class="wp-image-2844" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-29.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-29-1536x806.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>处理完之后，我们还可以给手指做一个抬手落下的展开动作，我们可以在第7帧和第19帧增加这个动作。</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1007" src="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-27.webp" alt="" class="wp-image-2842" srcset="https://www.miaodonghua.com/wp-content/uploads/2023/09/image-27.webp 1920w, https://www.miaodonghua.com/wp-content/uploads/2023/09/image-27-1536x806.webp 1536w" sizes="auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px" /></figure>



<p>最后，我们再对所有控制器做一次曲线调节，让它们看起来过渡更顺滑。</p>



<p>好了，我们框选上部控制器曲线，开启前后循环，不合适的地方我们再做些调整。</p>



<p>好了，我们拍个屏来看下效果。那么做完了原地循环，我们就可以让它走出去看一下，这里我们把帧长度设置为50帧。</p>



<p>这里，我们重新获取一下位移差来设置大圈位移。我们接着把大圈设置为直线，然后执行循环并偏移。那么这里我刚才修复滑步的时候有一个操作的小失误：本应该在第1帧的位置修复，我选了第2帧，但是没关系，我们把这帧前移一帧就能对上了。</p>



<p>最后，我们设置下镜头位置，看下走出去的效果。</p>



<p>好了，那么基础动画到这里就结束了，后面我会给大家分享头发动力学的绑定，感兴趣的小伙伴可以关注我的频道，我们下期再见！</p>
<p><a href="https://www.miaodonghua.com/2810.html">maya中制作女性走路动画</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
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			</item>
		<item>
		<title>Maya脚本：动画自动上下振动</title>
		<link>https://www.miaodonghua.com/1950.html</link>
					<comments>https://www.miaodonghua.com/1950.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Wed, 24 Nov 2021 18:33:48 +0000</pubDate>
				<category><![CDATA[MAYA脚本]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[maya脚本]]></category>
		<category><![CDATA[mel]]></category>
		<category><![CDATA[MEL脚本]]></category>
		<category><![CDATA[动画]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=1950</guid>

					<description><![CDATA[<p>本次案例：上下振动的动画表达式。 表达式原理：奇偶数判断，通过setAttr设置属性。 if(frame%2= &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1950.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya脚本：动画自动上下振动”</span></a></p>
<p><a href="https://www.miaodonghua.com/1950.html">Maya脚本：动画自动上下振动</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[
<h4 class="wp-block-heading"><strong>本次案例：上下振动的动画表达式。</strong></h4>



<ul class="wp-block-list"><li><strong>表达式原理：</strong>奇偶数判断，通过setAttr设置属性。</li></ul>



<p class="has-vivid-green-cyan-color has-black-background-color has-text-color has-background has-regular-font-size">if(frame%2==0)<br>{<br><br>振动属性 = 参数一;<br><br>}<br><br>else<br><br>{<br><br>振动属性 = 参数二;<br><br>}</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="maya 脚本：如何制作上下振动的动画效果？（奇偶数判断表达式）" width="525" height="295" src="https://www.youtube.com/embed/aQQvoGuw7rM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>
<p><a href="https://www.miaodonghua.com/1950.html">Maya脚本：动画自动上下振动</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动画曲线编辑器纵向数值消失？</title>
		<link>https://www.miaodonghua.com/1795.html</link>
					<comments>https://www.miaodonghua.com/1795.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Thu, 22 Apr 2021 15:27:49 +0000</pubDate>
				<category><![CDATA[MAYA动画教学]]></category>
		<category><![CDATA[Absolute View]]></category>
		<category><![CDATA[Graph Editor]]></category>
		<category><![CDATA[Maya动画]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[动画]]></category>
		<category><![CDATA[曲线图编辑器]]></category>
		<category><![CDATA[绝对视图]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=1795</guid>

					<description><![CDATA[<p>Maya动画曲线图编辑器(Graph Editor)纵向数值怎么办?解决方法：视图菜单（View） &#62;&#038; &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1795.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya动画曲线编辑器纵向数值消失？”</span></a></p>
<p><a href="https://www.miaodonghua.com/1795.html">Maya动画曲线编辑器纵向数值消失？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[
<p>Maya动画曲线图编辑器(Graph Editor)纵向数值怎么办?<br>解决方法：<strong>视图菜单（View）</strong> &gt;&gt; 启用<strong>绝对视图(Absolute View)</strong></p>



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<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2021/04/22/Wbuz92ZRMGCfLJk.jpg" alt=""/></figure></div>



<p></p>
<p><a href="https://www.miaodonghua.com/1795.html">Maya动画曲线编辑器纵向数值消失？</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角色跑步循环动画教学（Maya Run Cycle Character Animation Tutorial ）</title>
		<link>https://www.miaodonghua.com/1735.html</link>
					<comments>https://www.miaodonghua.com/1735.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Fri, 01 Jan 2021 08:06:03 +0000</pubDate>
				<category><![CDATA[MAYA动画教学]]></category>
		<category><![CDATA[Animation Tutorial]]></category>
		<category><![CDATA[Maya2016]]></category>
		<category><![CDATA[Maya动画]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[MERY]]></category>
		<category><![CDATA[Run Cycle]]></category>
		<category><![CDATA[动画]]></category>
		<category><![CDATA[跑步动画]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=1735</guid>

					<description><![CDATA[<p>MERY V3.5绑定模型下载地址：https://pan.baidu.com/s/1k34jXhEvMR0u &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1735.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya角色跑步循环动画教学（Maya Run Cycle Character Animation Tutorial ）”</span></a></p>
<p><a href="https://www.miaodonghua.com/1735.html">Maya角色跑步循环动画教学（Maya Run Cycle Character Animation Tutorial ）</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[
<p>MERY V3.5<strong>绑定模型下载地址：</strong><a href="https://pan.baidu.com/s/1k34jXhEvMR0uDdNMAhAjjA" target="_blank" rel="noreferrer noopener">https://pan.baidu.com/s/1k34jXhEvMR0uDdNMAhAjjA</a> 提取码：miao </p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Maya 初学者人物跑步动画教程" width="525" height="295" src="https://www.youtube.com/embed/Wu2DUbHM-Lo?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p><strong>当前教学版本：</strong>Maya2016（推荐）</p>



<p><strong>小女孩腿部变形解决方案：</strong>打开设置/首选项&gt;&gt;动画&gt;&gt;解算模式设置为【DG模式】</p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2021/01/03/mj2cusClGTMP79d.jpg" alt=""/></figure>
</div>


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     (adsbygoogle = window.adsbygoogle || []).push({});

</script>



<p><strong>走路参考图</strong>（1~3~5~7~9帧）</p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2021/01/01/sbXfKExrovHLAzB.jpg" alt=""/></figure>
</div>


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<p><strong>走路参考图</strong>（9~11~13~15~17帧）</p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2021/01/01/t9HyK68d5r2qVQa.jpg" alt=""/></figure>
</div><p><a href="https://www.miaodonghua.com/1735.html">Maya角色跑步循环动画教学（Maya Run Cycle Character Animation Tutorial ）</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角色走路循环动画教学（Maya Walk Cycle Character Animation Tutorial ）</title>
		<link>https://www.miaodonghua.com/1713.html</link>
					<comments>https://www.miaodonghua.com/1713.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Sun, 13 Dec 2020 14:06:10 +0000</pubDate>
				<category><![CDATA[MAYA动画教学]]></category>
		<category><![CDATA[Character Animation Tutorial]]></category>
		<category><![CDATA[Maya Tutorial]]></category>
		<category><![CDATA[Maya Walk Cycle]]></category>
		<category><![CDATA[Maya2016]]></category>
		<category><![CDATA[Maya动画]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[MERY]]></category>
		<category><![CDATA[动画]]></category>
		<category><![CDATA[循环动画]]></category>
		<category><![CDATA[角色走路]]></category>
		<category><![CDATA[走路动画]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=1713</guid>

					<description><![CDATA[<p>MERY V3.5绑定模型下载地址：https://pan.baidu.com/s/1k34jXhEvMR0u &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1713.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya角色走路循环动画教学（Maya Walk Cycle Character Animation Tutorial ）”</span></a></p>
<p><a href="https://www.miaodonghua.com/1713.html">Maya角色走路循环动画教学（Maya Walk Cycle Character Animation Tutorial ）</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[
<p>MERY V3.5<strong>绑定模型下载地址：</strong><a href="https://pan.baidu.com/s/1k34jXhEvMR0uDdNMAhAjjA" target="_blank" rel="noreferrer noopener">https://pan.baidu.com/s/1k34jXhEvMR0uDdNMAhAjjA</a> 提取码：miao </p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Maya 人物行走动画入门教程" width="525" height="295" src="https://www.youtube.com/embed/KuxyUaPvMHg?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p><strong>当前教学版本：</strong>Maya2016（推荐）</p>



<p><strong>小女孩腿部变形解决方案：</strong>打开设置/首选项&gt;&gt;动画&gt;&gt;解算模式设置为【DG模式】</p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2021/01/03/mj2cusClGTMP79d.jpg" alt=""/></figure>
</div>


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

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<p><strong>走路参考图</strong>（1~4~7~10~13帧）</p>



<figure class="wp-block-image size-large"><img decoding="async" src="https://i.loli.net/2020/12/13/FrTDuxb1XtSyYoG.jpg" alt=""/></figure>



<p><strong>走路参考图</strong>（13~16~19~22~25帧）</p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/12/13/yQHEbUPARLuqzFM.jpg" alt=""/></figure>
</div>


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<p><strong>重心变化（非常重要）</strong></p>



<p><strong>第1帧：位移Y（TranslateY=-2.6）</strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2021/01/03/sT9j5dc21ZruUgz.jpg" alt=""/></figure>
</div>


<p><strong>第4帧：位移Y（TranslateY=-4）</strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2021/01/03/vqDy9OZkmC83KaV.jpg" alt=""/></figure>
</div>


<p><strong>第7帧：位移Y（TranslateY=-2）</strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2021/01/03/TfmdDIOHwA7e9kg.jpg" alt=""/></figure>
</div>


<p><strong>第10帧：位移Y（TranslateY=0）</strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2021/01/03/UM2DGXA9fpOcFCi.jpg" alt=""/></figure>
</div>


<p><strong>第13帧：位移Y（TranslateY=-2.6）</strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2021/01/03/IjYMS4pkV6bdKUJ.jpg" alt=""/></figure>
</div>


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

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     (adsbygoogle = window.adsbygoogle || []).push({});

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<p><strong>第16帧：位移Y（TranslateY=-4）</strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2021/01/03/ugTEGmOS43XKwF7.jpg" alt=""/></figure>
</div>


<p><strong>第19帧：位移Y（TranslateY=-2）</strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2021/01/03/pKgE5j6eVcNJwFx.jpg" alt=""/></figure>
</div>


<p><strong>第22帧：位移Y（TranslateY=0）</strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2021/01/03/QPvysTOVDh4r8do.jpg" alt=""/></figure>
</div>


<p><strong>第25帧：位移Y（TranslateY=-2.6）</strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2021/01/03/IuxvHJSXCKG1Mlf.jpg" alt=""/></figure>
</div>


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

<!-- 横向展示 -->

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     (adsbygoogle = window.adsbygoogle || []).push({});

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<p><strong>手臂摆动参数对照：</strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/12/13/gWOiVNw3kmaRu2l.jpg" alt=""/></figure>
</div>


<p></p>
<p><a href="https://www.miaodonghua.com/1713.html">Maya角色走路循环动画教学（Maya Walk Cycle Character Animation Tutorial ）</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中什么是分镜、layout、动画环节？</title>
		<link>https://www.miaodonghua.com/1637.html</link>
					<comments>https://www.miaodonghua.com/1637.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Tue, 01 Dec 2020 18:10:57 +0000</pubDate>
				<category><![CDATA[MAYA动画教学]]></category>
		<category><![CDATA[layout]]></category>
		<category><![CDATA[Maya动画]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[分镜]]></category>
		<category><![CDATA[动画]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=1637</guid>

					<description><![CDATA[<p>那么我们初学Maya动画的过程中，可能都是熟悉一些基础的操作。但是随着学习的深入直到我们开始接触标准的项目流程 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1637.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya中什么是分镜、layout、动画环节？”</span></a></p>
<p><a href="https://www.miaodonghua.com/1637.html">Maya中什么是分镜、layout、动画环节？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[
<p>那么我们初学Maya动画的过程中，可能都是熟悉一些基础的操作。但是随着学习的深入直到我们开始接触标准的项目流程。我们就会遇到分镜，layout，动画环节。下面我们就来简单说一下这三个环节分别有什么作用？</p>



<p><strong>分镜：</strong>由发包方提供，用来确定动画方向，分镜会描述出人物性格，和运动方向，故事的描述以及模型道具引用路径等等。<br><strong>layout：</strong>布局、构图、运镜、KeyPose、角色走位。这个环节非常重要，做完之后需要由发包方审核，确定无误后才能进行下一步动画环节。<br><strong>动画：</strong>那么layout做完通过审核之后，我们就可以安心的K动画了，最后提交审核。</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/12/02/7JQoq5AT8LxiSmv.jpg" alt=""/></figure></div>
<p><a href="https://www.miaodonghua.com/1637.html">Maya中什么是分镜、layout、动画环节？</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K动画前必学的几个关键设置？</title>
		<link>https://www.miaodonghua.com/1625.html</link>
					<comments>https://www.miaodonghua.com/1625.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Fri, 27 Nov 2020 16:38:40 +0000</pubDate>
				<category><![CDATA[MAYA动画教学]]></category>
		<category><![CDATA[MAYA技巧]]></category>
		<category><![CDATA[K帧]]></category>
		<category><![CDATA[Maya动画]]></category>
		<category><![CDATA[Maya技巧]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[动画]]></category>
		<category><![CDATA[撤销]]></category>
		<category><![CDATA[无限撤销]]></category>
		<category><![CDATA[时间滑块]]></category>
		<category><![CDATA[自动K帧]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=1625</guid>

					<description><![CDATA[<p>（1）开启自动K帧：只要在控制器或者对象上K了帧，后续对象发生变化，软件会自动帮我们K帧记录。 （2）屏蔽选择 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1625.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya中K动画前必学的几个关键设置？”</span></a></p>
<p><a href="https://www.miaodonghua.com/1625.html">Maya中K动画前必学的几个关键设置？</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>（1）开启自动K帧：</strong>只要在控制器或者对象上K了帧，后续对象发生变化，软件会自动帮我们K帧记录。</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/28/MsB6JlQGZdqYgHf.jpg" alt=""/></figure></div>



<p><strong>（2）屏蔽选择骨骼和表面：</strong>做动画的时候，我们只操作控制器，这样能有效的防止误选骨骼或者表面。</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/28/17BmQjabZROCfsA.jpg" alt=""/></figure></div>



<p><strong>（3）设置时间滑块的高度：</strong>默认的高度太窄，不利于我们对帧进行操作。<br><em>注意：当前为Maya2020版本，早期的Maya版本没办法手动调整高度，需要在时间滑块中选择Height高度倍数。</em></p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/28/Tf4hcZQCSxLyMls.jpg" alt=""/></figure></div>



<p><strong>（4）设置无限制撤销：</strong>做动画一旦出错，离不开撤销操作，默认的有限制的50步是远远不够的。</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/28/c5FpARLCXQOrSqV.jpg" alt=""/></figure></div>



<p><strong>（5）最大回放速度一般设置为24fps*1，除非项目有要求；更新视图设置为全部更新。</strong></p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/28/TF9dboxH5yA2Xfg.jpg" alt=""/></figure></div>
<p><a href="https://www.miaodonghua.com/1625.html">Maya中K动画前必学的几个关键设置？</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>
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		<title>Maya中的灯光类型以及应用场景(Light Type)?</title>
		<link>https://www.miaodonghua.com/1053.html</link>
					<comments>https://www.miaodonghua.com/1053.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Tue, 03 Nov 2020 16:30:42 +0000</pubDate>
				<category><![CDATA[MAYA灯光]]></category>
		<category><![CDATA[Ambient Light]]></category>
		<category><![CDATA[Area Light]]></category>
		<category><![CDATA[Directional Light]]></category>
		<category><![CDATA[Maya教程]]></category>
		<category><![CDATA[Point Light]]></category>
		<category><![CDATA[Spot Light]]></category>
		<category><![CDATA[Volume Light]]></category>
		<category><![CDATA[体积光]]></category>
		<category><![CDATA[体积光源]]></category>
		<category><![CDATA[动画]]></category>
		<category><![CDATA[区域光]]></category>
		<category><![CDATA[区域光源]]></category>
		<category><![CDATA[平行光]]></category>
		<category><![CDATA[灯光]]></category>
		<category><![CDATA[灯光类型]]></category>
		<category><![CDATA[点光源]]></category>
		<category><![CDATA[环境光]]></category>
		<category><![CDATA[聚光灯]]></category>
		<guid isPermaLink="false">https://miaodonghua.com/?p=1053</guid>

					<description><![CDATA[<p>今天我们来讲一下Maya当中的灯光照明，那么灯光照明，在Maya当中非常重要。因为恰到好处的灯光设定，有助于我 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1053.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya中的灯光类型以及应用场景(Light Type)?”</span></a></p>
<p><a href="https://www.miaodonghua.com/1053.html">Maya中的灯光类型以及应用场景(Light Type)?</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-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="MAYA灯光教程：探索不同灯光类型及其应用场景" width="525" height="295" src="https://www.youtube.com/embed/aP77wuhO4GU?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p><strong>今天我们来讲一下Maya当中的灯光照明，那么灯光照明，在Maya当中非常重要。<span class="has-inline-color has-luminous-vivid-orange-color">因为恰到好处的灯光设定，有助于我们表达情感，渲染气氛，说的夸张一点，可以说是整个动画的灵魂。</span></strong></p>



<p>好了，废话就不多说，我们首先来认识一下Maya的灯光类型以及它们的应用场景。<strong>那么这个灯光照明，除了可以在这个渲染选项卡中找到对应的灯光类型。</strong></p>


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<p>还可以在这个<strong>创建菜单→灯光照明扩展菜单中→找到对应的灯光类型。</strong></p>


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<p>从上到下分别是：<strong>环境光、平行光、点光源、聚光灯、区域光源以及体积光源。</strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/04/hNE64mQrPvzb59s.jpg" alt=""/></figure>
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<p>那么在这个6种灯光里面，中间的这4个是通用光源。</p>


<div class="wp-block-image">
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<p>而之所说它们通用，是因为<strong>这4种光源都可以在Maya默认的渲染器和Arnold渲染器中来进行渲染。</strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/04/XN8O5hYy2lfAFbR.jpg" alt=""/></figure>
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<p>而首尾的这个这个<strong>环境光和体积光源就只支持Maya默认的渲染器，不支持Arnold渲染器。</strong></p>


<div class="wp-block-image">
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<p><strong>这里我们首先来说下这个“环境光”(Ambient Light)，那么环境光是没有方向的。<span class="has-inline-color has-luminous-vivid-orange-color">那么它存在的目的就是照亮场景中的所有物体对象，这和我们在处理图片时候调节亮度是一样的。</span></strong></p>


<div class="wp-block-image">
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<p><strong>然后第二个是：“平行光”(Directional Light)。</strong>那么这个我们就比较熟悉了，因为我们的太阳光就就是通过这个平行光来进行模拟的，这个很简单，没什么可以说的。</p>


<div class="wp-block-image">
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<p><strong>然后第三个是：“点光源”(Point Light)。那么它是从一个点向周围发光的一个全向灯光，比较常用的，就是用来模拟灯泡效果。</strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/04/F8BQzPus4D1mNl6.jpg" alt=""/></figure>
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<p><strong><span class="has-inline-color has-luminous-vivid-orange-color">除此之外，我们还可以用它模拟萤火虫、烟花，火花效果等等。</span></strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/04/CFz1OMLslRa2YZi.jpg" alt=""/></figure>
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<p><strong>然后第四个是：“聚光灯”(Spot Light)。<span class="has-inline-color has-luminous-vivid-orange-color">那么它是一个近似锥形的光源效果。</span></strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" src="https://i.loli.net/2020/11/04/s4DHwuTjvInoZ6Y.jpg" alt=""/></figure>
</div>


<p><strong><span class="has-inline-color has-luminous-vivid-orange-color">像我们的舞台灯光，汽车前照灯，手电筒，台灯等等，都可以用它来进行模拟。</span></strong></p>


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<p><strong>然后第五个是：“区域光”(Area Light)。<span class="has-inline-color has-luminous-vivid-orange-color">那么它就是一个近似矩形的光源效果。</span></strong></p>


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<p><strong><span class="has-inline-color has-luminous-vivid-orange-color">像我们熟知摄影棚的柔光箱，方形灯，以及阳光透过玻璃窗的照射效果都可以用它来进行模拟。</span></strong></p>


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<p><strong>然后第六个是：“体积光”(Volume Light)。<span class="has-inline-color has-luminous-vivid-orange-color">那么它的主要特性：就是可以很方便的控制光线所到达的范围。</span></strong></p>


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<p><strong><span class="has-inline-color has-luminous-vivid-orange-color">就像我们蜡烛照亮的区域，就是由体积光所生成的。</span></strong></p>


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<p></p>
<p><a href="https://www.miaodonghua.com/1053.html">Maya中的灯光类型以及应用场景(Light Type)?</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中如何使用曲线点变形器(Point on Curve Deformer)？</title>
		<link>https://www.miaodonghua.com/1051.html</link>
					<comments>https://www.miaodonghua.com/1051.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Tue, 03 Nov 2020 16:05:21 +0000</pubDate>
				<category><![CDATA[MAYA动画教学]]></category>
		<category><![CDATA[Maya教程]]></category>
		<category><![CDATA[Point on Curve Deformer]]></category>
		<category><![CDATA[动画]]></category>
		<category><![CDATA[变形器]]></category>
		<category><![CDATA[曲线点变形器]]></category>
		<category><![CDATA[枢轴点居中]]></category>
		<category><![CDATA[重建曲线]]></category>
		<guid isPermaLink="false">https://miaodonghua.com/?p=1051</guid>

					<description><![CDATA[<p>本次讲解：Maya变形(Deform)→曲线点变形器(Point on Curve Deformer)，那么它 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1051.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya中如何使用曲线点变形器(Point on Curve Deformer)？”</span></a></p>
<p><a href="https://www.miaodonghua.com/1051.html">Maya中如何使用曲线点变形器(Point on Curve Deformer)？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
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<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="MAYA教学：掌握曲线点变形器，创建真实软管动画！" width="525" height="295" src="https://www.youtube.com/embed/GE49UGEfbEI?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
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<p><strong>本次讲解：Maya变形(Deform)→曲线点变形器(Point on Curve Deformer)，<span class="has-inline-color has-luminous-vivid-orange-color">那么它的作用就是把我们的曲线点约束到定位器上，然后再通过定位器来约束我们的曲线。</span></strong></p>


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<p>例如，我们在场景中创建一个圆柱，我们给它适当的增加一些细分段数。<strong>那么为了后续方便观察，我们可以先开启这个半透明显示。</strong></p>


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<p>然后我们进入前视图当中给它<strong>创建一条曲线</strong>，那么这里我们在曲线菜单下<strong>选择重建曲线设置。</strong></p>


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<p>这里我们把它的<strong>分段数设置为4，点击重建。</strong></p>


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<p>我们回到透视图当中，现在，我们就先让这个曲线来控制圆柱 。<strong>我们打开变形菜单，进入线变形工具。</strong></p>


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<p><strong>我们先选择圆柱回车键确认。</strong></p>


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<p><strong>再选择曲线回车键确认。</strong></p>


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<p>然后我们选择圆柱，在输入节点中，将它的<strong>衰减距离设置为1000。</strong></p>


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<p><strong>现在只要选择曲线，进入曲线编辑点模式，我们只要移动曲线点，就能很容易的控制圆柱变形。</strong></p>


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<p>那么这里，如果我们只是用来建模，我们这样操作，自然是没什么问题的。<strong>但是假设，我们要通过控制这个曲线点来控制动画效果，这就需要有一个外部的对象来约束变形曲线。</strong></p>


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<p>我们将它<strong>恢复原形</strong>，这里我们直接选择所有的曲线点，然后在变形菜单下，<strong>选择曲线点变形。</strong></p>


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<p>这样每个曲线点上就会出现一个定位器。</p>


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<p><strong>那么这个定位器的作用就是用来约束我们的曲线点，它默认的枢轴点是世界坐标中心。</strong></p>


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<p>为了便于控制，我们可以给它们回归中心坐标位置。这里我们<strong>先暂时屏蔽选择这个曲线和表面</strong>。</p>


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<p>现在我们<strong>框选所有的定位器</strong>，然后在修改菜单下，统一给它们<strong>枢轴点居中。</strong></p>


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<p>那么当我们在制作变形动画的时候，就可以充分的利用好这些<strong>定位器设置关键帧</strong>，或者是和其他对象<strong>建立约束关系</strong>都是非常方便的。那么这里，如果我们对这个应用场景还是不太清楚，我们可以在这个基础上，再做一些调整。<strong>这里，我们先创建一个多边形圆环，我们适当的调整，然后我们复制一个出来。</strong></p>


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<p><strong>那么这里呢，我们准备让这两个圆环分别跟随我们上下的这两个定位器移动。</strong></p>


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<p>所以这里，我们可以<strong><span class="has-inline-color has-luminous-vivid-orange-color">先选择定位器，按住Shift键加选圆环，我们在装备模块下，打开约束菜单，执行点约束，下面的这个也是一样操作。</span></strong></p>


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<p>然后我们<strong>关闭半透明显示</strong>，现在，当我们只移动中间的这个定位器时候我们就会发现，这就有点像一根绳子被两个固定环所限制。</p>


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<p><strong>想要改变固定环的位置，我们移动对应的定位器就OK了。</strong></p>


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<p>那么这个呢，就是曲线点变形器的一个应用。如果我们有类似这样的需求，就可以通过这种变形方式来实现。</p>
<p><a href="https://www.miaodonghua.com/1051.html">Maya中如何使用曲线点变形器(Point on Curve Deformer)？</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
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