Author Archives: Qian Liang

201118 Overall interface layout 整体界面布局详细介绍

层级方式: 选择有组的物体直接就选到这个组 即使选择有组的物体也只是选择这个物体,不会选择组 选了就啥都选不到,不知道有啥用 选了物体在选这个,就只能操作这个物体了,多个物体也可以一起选。 高亮选择,没啥用 物体方式(默认): 选到哪个,哪个在视图里就可以被选择,骨骼居然是最最最优先被选择的那个,右键UI也可以选择点东西 元素方式: 就是具体到某个物体上的点线面,现在说了也不懂 捕捉: 网格捕捉:根据那个网格的横竖线来移动 快捷键G 曲线捕捉:画一个曲线路径,然后快捷键C吸附跟着走 顶点捕捉:可以针对某个物体上的点移动 投射中心捕捉 无用 无用 选择一个物体再选择UI,直接激活,可以直接在物体表面画线拓扑,只会在表面形成 搞对称的,选点很方便 可以看得到当前的渲染画面 渲染了 实时渲染,移动一个帧渲染画面也跟着动 材质编辑器 图层编辑器 灯光编辑器 锁住了所有的界面小窗口都不能移动合并了 这个就是管理架子,ctrl+shift点击菜单栏任何的UI都可以把这个功能放入架子中 选择上当前视角的相机,在大纲视图可以看到 锁定相机 相机属性设置 书签功能,可以标记当前的镜头,即使之后移动了镜头也可以在下图找到 插入一个图片作参考 没啥用 在maya里面标注画画,画出来的东西不受镜头移动控制 网格显示出来 电影视图 分辨率视图,就是你最后输出的视图,在渲染设置去调 分辨率视图被激活后它也可以用了,关掉那个白框 比例尺,开了看看物体是不是一样大 … Continue reading

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Week4: Stylised walk animation & Talk about rigging

Introduction This is third week we do walk animation and in the previous two try I got a lot of experience about how to animate. So, this time I need to avoid the mistake I made last time. For example, … Continue reading

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Week4: Visual culture

‘Visual culture is a way of studying a work that uses art history, humanities, sciences, and social sciences. It is intertwined with everything that one sees in his day to day life – advertising, landscape, buildings, photographs, movies, paintings, apparel … Continue reading

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Week3: How politics affect meida

Introduction Media, from newspapers and radio to television as well as the Internet, from tradition to modernity, have been influencing every aspect of people’s lives. As an important role of social information transmission, the media is also influenced by publishers … Continue reading

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Week3: Constrain & walk with prop animation

Introduction When I arrived in London, I just brought a Microsoft Surface, which apparently could only do simple animation in Maya. Though I didn’t have IT problems in the previous assignments. I didn’t expect that I would be in great … Continue reading

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Week2: Film language & The history of film, animation and VFX

How to speak a movie The camera Shot length镜头长度: Extreme wide shot远景:The film screen showing broad scenes, such as natural scenery and grand mass activities. Can’t see the details of the object. Wide shot全景:The whole body or scene of the … Continue reading

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Week2: Walker animation

Introduction In my 3D animation in portfolio, the most interesting shot is that the boy chases a ball. So, before I did it, I just took the videos that I ran and then animated according to these. At that time, … Continue reading

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Week2: Bouncing ball with tail animation

Introduction Actually, when I watched the process that animated by Luke, it evoked me when I tried to do this kind of animation at the first time. I used pretty of time, unfortunately, almost one year passed by, I still … Continue reading

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Week1: Bouncing ball & Bouncing ball maze animation

Introduction Well, that’s not my first time to do bouncing ball, because I used to animate it in both 2D animation and 3d animation. Whatever, I know it is a real basic animated principle, I believe that I should practice … Continue reading

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[Important]12 basic principles of animation

Introduction Disney’s twelve basic principles of animation were introduced by the Disney animators Ollie Johnston and Frank Thomas in their 1981 book The Illusion of Life: Disney Animation. Principles Squash and stretch 挤压和拉伸 This is the principle that animated objects … Continue reading

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