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	<title>Maya教学 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>
	<lastBuildDate>Sat, 09 Dec 2023 13:05:20 +0000</lastBuildDate>
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	<title>Maya教学 归档 - 喵喵动画屋</title>
	<link>https://www.miaodonghua.com/tag/maya教学</link>
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	<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 fetchpriority="high" 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 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 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>
										<content:encoded><![CDATA[
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<iframe loading="lazy" 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 loading="lazy" 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="auto, (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 loading="lazy" 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="auto, (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>
]]></content:encoded>
					
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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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			</item>
		<item>
		<title>Maya Advanced Skeleton 5 人物头发绑定</title>
		<link>https://www.miaodonghua.com/2588.html</link>
					<comments>https://www.miaodonghua.com/2588.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Wed, 09 Aug 2023 07:26:06 +0000</pubDate>
				<category><![CDATA[MAYA绑定]]></category>
		<category><![CDATA[Maya动画]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[绑定]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=2588</guid>

					<description><![CDATA[<p>本次视频介绍人物头发的绑定。 1.打开骨骼透视，显示关节2.创建并对齐骨骼3.创建控制器，吸附到骨骼中心4.把 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/2588.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya Advanced Skeleton 5 人物头发绑定”</span></a></p>
<p><a href="https://www.miaodonghua.com/2588.html">Maya Advanced Skeleton 5 人物头发绑定</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>本次视频介绍人物头发的绑定。</strong></p>



<p><br>1.打开骨骼透视，显示关节<br>2.创建并对齐骨骼<br>3.创建控制器，吸附到骨骼中心<br>4.把骨骼和控制器分别P给头部骨骼和控制<br>5.用控制器父对象约束对应的骨骼<br>6.选择所有骨骼加选头发，添加影响<br>7.绘制权重，解锁骨骼权重锁定<br>8.通过旋转角度来辅助绘制权重<br>9.测试最终绑定效果<br>10.通过高级骨骼绑定插件发布最终文件</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人物头发绑定教程 | 完整hair rigging流程！" width="525" height="295" src="https://www.youtube.com/embed/LdYbtMcX9xw?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>1.身体绑定教程：</strong><a href="https://youtu.be/EZPkVhTf2jw">https://youtu.be/EZPkVhTf2jw</a><br><strong>2.乳房绑定教程：</strong><a href="https://youtu.be/OR6ojxL1Sio">https://youtu.be/OR6ojxL1Sio</a><br><strong>3.面部绑定教程：</strong><a href="https://youtu.be/I-RuOuUBs9o">https://youtu.be/I-RuOuUBs9o</a><br><strong>4.毛发绑定教材：</strong><a href="https://youtu.be/LdYbtMcX9xw">https://youtu.be/LdYbtMcX9xw</a></p>
<p><a href="https://www.miaodonghua.com/2588.html">Maya Advanced Skeleton 5 人物头发绑定</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 Advanced Skeleton 5 人物面部绑定</title>
		<link>https://www.miaodonghua.com/2583.html</link>
					<comments>https://www.miaodonghua.com/2583.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Wed, 09 Aug 2023 07:09:48 +0000</pubDate>
				<category><![CDATA[MAYA绑定]]></category>
		<category><![CDATA[Maya教学]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=2583</guid>

					<description><![CDATA[<p>advanced-skeleton link：https://www.animationstudios.com &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/2583.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya Advanced Skeleton 5 人物面部绑定”</span></a></p>
<p><a href="https://www.miaodonghua.com/2583.html">Maya Advanced Skeleton 5 人物面部绑定</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>advanced-skeleton link：</strong>https://www.animationstudios.com.au/advanced-skeleton </p>



<p><strong>1.身体绑定教程：</strong><a href="https://youtu.be/EZPkVhTf2jw">https://youtu.be/EZPkVhTf2jw</a> </p>



<p><strong>2.乳房绑定教程：</strong><a href="https://youtu.be/OR6ojxL1Sio ">https://youtu.be/OR6ojxL1Sio </a></p>



<p><strong>3.面部绑定教程：</strong><a href="https://youtu.be/I-RuOuUBs9o">https://youtu.be/I-RuOuUBs9o</a></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高级角色面部绑定教程：使用Advanced Skeleton插件" width="525" height="295" src="https://www.youtube.com/embed/I-RuOuUBs9o?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/2583.html">Maya Advanced Skeleton 5 人物面部绑定</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 Arnold aiStandardSurface色彩空间(Color Space)无法设置为Raw</title>
		<link>https://www.miaodonghua.com/2106.html</link>
					<comments>https://www.miaodonghua.com/2106.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Mon, 20 Dec 2021 18:25:41 +0000</pubDate>
				<category><![CDATA[MAYA材质]]></category>
		<category><![CDATA[aiStandardSurface]]></category>
		<category><![CDATA[Arnold]]></category>
		<category><![CDATA[Color Management]]></category>
		<category><![CDATA[Color Space]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[Raw]]></category>
		<category><![CDATA[材质]]></category>
		<category><![CDATA[色彩空间]]></category>
		<category><![CDATA[颜色管理器]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=2106</guid>

					<description><![CDATA[<p>问题描述：我们在调节maya Arnold标准表面材质(aiStandardSurface)的过程中，有的时候 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/2106.html" class="more-link">继续阅读<span class="screen-reader-text">“MAYA Arnold aiStandardSurface色彩空间(Color Space)无法设置为Raw”</span></a></p>
<p><a href="https://www.miaodonghua.com/2106.html">MAYA Arnold aiStandardSurface色彩空间(Color Space)无法设置为Raw</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">问题描述：我们在调节maya Arnold标准表面材质(aiStandardSurface)的过程中，有的时候会遇到色彩空间变为灰色选项，无法设置为Raw或者其他选项。</h4>



<ul class="wp-block-list"><li>解决方案：打开maya设置首选项，设置中选择颜色管理器(Color Management)，勾选启用颜色管理器(Enable  Management )。</li></ul>



<div class="wp-block-image"><figure class="aligncenter size-full"><a href="https://www.miaodonghua.com/wp-content/uploads/2021/12/image-1.webp"><img loading="lazy" decoding="async" width="1301" height="629" src="https://www.miaodonghua.com/wp-content/uploads/2021/12/image-1.webp" alt="" class="wp-image-2107"/></a></figure></div>



<p>这样，我们的色彩空间，又可以正常设置属性了。</p>



<div class="wp-block-image"><figure class="aligncenter size-full"><a href="https://www.miaodonghua.com/wp-content/uploads/2021/12/image-3.webp"><img loading="lazy" decoding="async" width="1201" height="451" src="https://www.miaodonghua.com/wp-content/uploads/2021/12/image-3.webp" alt="" class="wp-image-2109"/></a></figure></div>
<p><a href="https://www.miaodonghua.com/2106.html">MAYA Arnold aiStandardSurface色彩空间(Color Space)无法设置为Raw</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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		<title>Arnold渲染完保存图片变暗怎么办？</title>
		<link>https://www.miaodonghua.com/2074.html</link>
					<comments>https://www.miaodonghua.com/2074.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Mon, 13 Dec 2021 14:56:42 +0000</pubDate>
				<category><![CDATA[MAYA渲染]]></category>
		<category><![CDATA[Arnold]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[渲染]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=2074</guid>

					<description><![CDATA[<p>我们有的小伙伴在使用Arnold渲染的时候，会遇到渲染效果是正常的亮度，批渲染或者保存之后，图片就变暗了。 我 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/2074.html" class="more-link">继续阅读<span class="screen-reader-text">“Arnold渲染完保存图片变暗怎么办？”</span></a></p>
<p><a href="https://www.miaodonghua.com/2074.html">Arnold渲染完保存图片变暗怎么办？</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">我们有的小伙伴在使用Arnold渲染的时候，会遇到渲染效果是正常的亮度，批渲染或者保存之后，图片就变暗了。</h4>



<ul class="wp-block-list"><li>我们只要打开渲染设置将Color Space中的Raw改为“Use View Transform” ，再次渲染序列或者保存图片的时候，图片亮度就恢复正常了。</li></ul>



<figure class="wp-block-image size-full"><a href="https://www.miaodonghua.com/wp-content/uploads/2021/12/Snipaste_2021-12-13_22-49-43.webp"><img loading="lazy" decoding="async" width="931" height="587" src="https://www.miaodonghua.com/wp-content/uploads/2021/12/Snipaste_2021-12-13_22-49-43.webp" alt="" class="wp-image-2076"/></a></figure>
<p><a href="https://www.miaodonghua.com/2074.html">Arnold渲染完保存图片变暗怎么办？</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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		<title>Maya脚本：在指定帧的位置开始执行命令</title>
		<link>https://www.miaodonghua.com/1983.html</link>
					<comments>https://www.miaodonghua.com/1983.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Fri, 26 Nov 2021 17:55:46 +0000</pubDate>
				<category><![CDATA[MAYA脚本]]></category>
		<category><![CDATA[maya script]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[mel]]></category>
		<category><![CDATA[MEL脚本]]></category>
		<category><![CDATA[编程]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=1983</guid>

					<description><![CDATA[<p>本次案例讲解：在指定帧位置，开始执行命令的表达式。 表达式原理：利用if表达式进行判断执行相应的命令。 if( &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1983.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya脚本：在指定帧的位置开始执行命令”</span></a></p>
<p><a href="https://www.miaodonghua.com/1983.html">Maya脚本：在指定帧的位置开始执行命令</a>最先出现在<a href="https://www.miaodonghua.com">喵喵动画屋</a>。</p>
]]></description>
										<content:encoded><![CDATA[
<p><br></p>



<h4 class="wp-block-heading"><strong>本次案例讲解：在指定帧位置，开始执行命令的表达式。</strong></h4>



<ul class="wp-block-list"><li><strong>表达式原理：</strong>利用if表达式进行判断执行相应的命令。</li></ul>



<p class="has-vivid-green-cyan-color has-black-background-color has-text-color has-background">if(frame==0)<br>{<br><br>pCube1.translateY =-0.1;<br><br>}<br><br>else<br><br>{<br><br>pCube1.translateY =0.1;<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脚本教程：如何在特定帧开始执行命令？" width="525" height="295" src="https://www.youtube.com/embed/Qi7DvvU6y_g?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/1983.html">Maya脚本：在指定帧的位置开始执行命令</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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		<title>Maya脚本：跟随时间变化的表达式</title>
		<link>https://www.miaodonghua.com/1980.html</link>
					<comments>https://www.miaodonghua.com/1980.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Fri, 26 Nov 2021 17:48:11 +0000</pubDate>
				<category><![CDATA[MAYA脚本]]></category>
		<category><![CDATA[maya script]]></category>
		<category><![CDATA[Maya教学]]></category>
		<category><![CDATA[mel]]></category>
		<category><![CDATA[MEL脚本]]></category>
		<category><![CDATA[编程]]></category>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=1980</guid>

					<description><![CDATA[<p>本次视频讲解：跟随时间变化的表达式=time。 表达式原理：让复杂运动更具规律性。</p>
<p><a href="https://www.miaodonghua.com/1980.html">Maya脚本：跟随时间变化的表达式</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>本次视频讲解：跟随时间变化的表达式=time。</strong></h4>



<ul class="wp-block-list"><li><strong>表达式原理：</strong>让复杂运动更具规律性。</li></ul>



<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粒子动画教程：时间驱动粒子运动的实现方法" width="525" height="295" src="https://www.youtube.com/embed/f74ONQSIDk4?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/1980.html">Maya脚本：跟随时间变化的表达式</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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		<title>Maya脚本：获取选定对象的名称和完整属性名</title>
		<link>https://www.miaodonghua.com/1973.html</link>
					<comments>https://www.miaodonghua.com/1973.html#respond</comments>
		
		<dc:creator><![CDATA[喵喵动画屋]]></dc:creator>
		<pubDate>Fri, 26 Nov 2021 17:37:59 +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>
		<guid isPermaLink="false">https://www.miaodonghua.com/?p=1973</guid>

					<description><![CDATA[<p>本次视频讲解：Mel获取选定对象的名称和完整属性名的方法。 脚本作用：可对单个选定对象执行命令。 //获取属性 &#8230; </p>
<p class="link-more"><a href="https://www.miaodonghua.com/1973.html" class="more-link">继续阅读<span class="screen-reader-text">“Maya脚本：获取选定对象的名称和完整属性名”</span></a></p>
<p><a href="https://www.miaodonghua.com/1973.html">Maya脚本：获取选定对象的名称和完整属性名</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">本次视频讲解：Mel获取选定对象的名称和完整属性名的方法。</h4>



<ul class="wp-block-list"><li><strong>脚本作用：</strong>可对单个选定对象执行命令。</li></ul>



<p class="has-vivid-green-cyan-color has-black-background-color has-text-color has-background">//获取属性名称<br>string $sel[] = `ls -sl`;<br>float $cc=getAttr($sel[0]+&#8221;.translateY&#8221;);<br>print $cc;<br><br>//代入增减值计算<br>$cc = $cc + 增减值;<br>print $cc;<br>setAttr($sel[0]+&#8221;.translateY&#8221;) $cc;</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：如何获取单个对象的名称和完整属性名？" width="525" height="295" src="https://www.youtube.com/embed/vY03NBXJoAo?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/1973.html">Maya脚本：获取选定对象的名称和完整属性名</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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