2014年5月13日 星期二

Working with Euler Curves on Biped Animation : 用Euler Curves 調Biped 動畫

Recently, I animated a character that is rigging by biped in 3dsmax. I used to reference a character in my scene in Maya. Yes, i am a maya user and like to animate with graphic editor.
So,i would like to find a editor such as graphic editor in 3dsmax !!



Curve Editor and Workbench

____You can control a biped's position and orientation using Euler curves in addition to quaternion curves in the Workbench and Curve Editor. Using the Euler XYZ controller is an efficient way to animate your biped because you can use Bezier tangents to change the interpolation of your XYZ curves (quaternion curves do not have tangents). To learn more about how the Euler XYZ and TCB Rotation controllers differ from each other, refer to Euler XYZ Rotation Controller.
You can switch between Euler XYZ and TCB Rotation controllers via the Quaternion/Euler rollout. The Curve Editor displays the animation curves based on the chosen controller. Each curve is labeled starting with one of the following:
  • “Quaternion Rotation of the ...”
  • “Tangent Euler Rotation of the ...”
  • “TCB Euler Rotation of the ...”

你可以控制一個biped的位移和方向,在Workbench和Curve Editor使用Euler curves,除了quaternion curve。使用Euler XYZ 控制器是個有效率的方法,去對你的Biped調動作,因為你可以用貝茲切線去改變你的XYZ曲線的插補(quaternion就沒有貝茲切線)。學習更多有關Euler XYZ和TCB旋轉的控制器兩者如何不一樣,參考Euler XYZ Rotation Controller.你可以轉換Euler XYZ 和TCB Rotation 控制器透過Quaternion/Euler rollout. 在Curve Editor可以依據所選的控制器顯示動畫曲線,每條Curve被標示的開頭如下


  • “Quaternion Rotation of the ...”
  • “Tangent Euler Rotation of the ...”
  • “TCB Euler Rotation of the ...”



 Euler label
Quaternion label

____You can animate most biped parts (center of mass, pelvis, spine, head, neck, arms, legs, and tail) in Euler. However, fingers and toes are considered differently, as all first base links are controlled as quaternion and any subsequent links as TCB/Euler. Fingers and toes do not have tangents.
____Biped limbs with only one degree of freedom (DOF), such as forearms and lower legs, are controlled with a single TCB/Euler curve.


你可以對大部分的Biped用Euler做動畫(軀幹,骨盆,脊椎,頭,脖子,手臂,腿,尾巴)。然而手指和腳趾是不一樣,所有的第一層級連結被quaternion控制並且任何後續的層級被TCB/Euler控制。手指和腳趾沒有切線。

Biped四肢中,擁有只有一個自由方向(Rot Curve)的部位,如前臂,小腿,他們只被一條TCB/Euler曲線控制。



_____NoteProps are not supported with the Euler controller.
Rotation curves on a biped (including its center of mass) are always set in local parent space, whether they are controlled in Euler or quaternion.
The XYZ function curves of an Euler rotation track are locked together. This means that creating a new key on one axis automatically does so for all axes. Also, moving a key in time drags all three axes with it.

注意 : 道具不支援Euler
在Biped旋轉曲線(包括軀幹中心)是被設置在本地父層(local parent space),不論Curve是由Euler或是Quaternion。

Euler的旋轉XYZ曲線是被一起鎖住,這表示設一個新的關鍵影格在任何一個軸向,也會自動對所有軸向設定。同理,同時移動一個關鍵影格,一啟牽動3個軸向。

Displaying Position Curves
_____Bezier position curves are available only for the biped's hands, feets, and center of mass (COM). Hands and feets' positions are set in world space while the COM position is set local to the world.
FK/IK key blending is illustrated as follows:
  • Full lines represent IK periods.
  • Gaps between lines represent FK periods.
  • Vertical dotted lines represent a change in pivot points.

貝茲位移曲線只被Biped的手腳和軀幹可被利用。手和腳的位置是用世界座標,而軀幹中心是從本地到世界座標都有。

IK/FK的混用會呈現如下:

完整的線 視為 IK的區段


線與線之間的空隙 視為 FK的區段


垂直虛線 視為 中心軸的改變


















2014年5月1日 星期四

3dsMAX Xref scene VS Xref object 參考場景 VS 參考物件 更新v1.1

_____Yesterday, my friend asks me what's different between the XRef scene and XRef object ? I say i only use XRef object, but i am also curious about XRef scene. So, I google some information and share with u . 

Reference from : XRef scene and XRef object

Objects in a scene can be XRefs from other scenes. They can be transformed and positioned in the scene using a local offset.
某場景物件可以是被XRefs來自其它場景的物件(指:可以用A場景物件,透過XRef,給予B場景當物件),它們可以使用本地的位移,在場景變形和定位。

XRef object


_____Externally referenced objects, XRef objects, appear in your master (current) scene, but are actually referenced from external 3ds Max files. As a result, the source objects are protected from modifications you make to the XRef objects. Updates or changes made to the source objects are also updated in the master file when the source scene is reloaded. However, if an XRef object’s entities are merged, the controls are local and can be modified. Therefore, they no longer reference the original attributes.

外部參考物件(Xref objects),存在你的主(現行)場景(master scene),但實際上是參考外部的3ds Max檔案。因此,"源"物件(source objects)被保護,避免你對XRef objects的修正。對"源"物件作更新或改變,也會更新主(現行)場景,當源物件被重新載入(reload)時。然而,如果一個XRef objects的實體被合併(Merged),所有的控制會變成本地並且可以修正。因為他們不在參考"源"屬性(指:"源"物件的屬性)


the only entry in the modifier stack will be “XRef Object.”


_____For example, if you set the Modifiers option of the XRef Objects dialog to XRef or Ignore, the only entry in the modifier stack will be “XRef Object.” You can add additional modifiers to the object, but you cannot access the original ones unless you merge the XRef object into the scene. If you merge the modifiers into the master scene, you can edit them in the stack. However, changes that you make to the modifier stack in the master file have no effect in the source file.

舉例,如果你設定XRef參考物件對話修改選項或忽視它,只有一項會在modifier stack(修改器堆棧)裡,就是XRef Object,你可以增加其他屬性給這物件,但是你沒辦法影響原始的物件,除非你合併XRef到場景中。如果你合併modifier(修改屬性),你可以在stack裡編輯,然而,這個改變不會影響你原始檔案。



Modifier Stack


_____An externally referenced object can be animated in the master file only if its transform controller has been merged. In other words, no animation can be added or blended with an XRef controller. However, an offset can be added, but it then applies to the whole animation, and the offset cannot be animated.

一個外部參考物件只能在主場景(master scene)被賦予動作(指:設key的動畫),前提是它的變型控制是被合併的。換句話說,XRef是不能被增加或是混合動作(指:設key的動畫)。然而普通位移是允許的,但是它也不能被動作(指:設key的動畫)。(可以使用Link,與本地物件做Link,設定key在本地物件,就可以製作動畫)

Importing the whole village model into the building model as an XRef

匯入整個鄉鎮模型到一間建築物裡,當作一個XRef




XRef scene


_____An externally referenced scene, or XRef scene, appears in your current file, but is actually loaded temporarily from another MAX file. As a result, the source scene is protected from any modifications you might make to the XRef scene via the master scene. Updates or changes made to the source scenes are also updated in the master file once the changes are made and saved to the source file.

一個外部參考場景,或是XRef場景,存在你目前的檔案裡,但事實上它是暫時從其它的MAX檔被讀入。因此,"源"場景會被保護,避免你在主場景(master scene)對XRef scene的修正。對"源"物件(原始資料)作更新或改變,也會更新主(現行)場景,當源物件被改變並且存成原始資料。

_____XRef scenes allow a team working on the same project to have access to each other’s work without the risk of changing the files. A designer can model a building, a second modeler might create the landscape; or one modeler might create a setting while another modeler creates a character. The animator can externally reference the setting as a scene and animate the cameras or characters in the setting without being able to make changes to the setting. If the setting file is changed, those changes will be reflected in the animator’s scene.

Xref scene允許你團隊合作在同一個專案上,可以處理每一件工作,不用冒著修改檔案的風險。一位設計師可以建一棟大樓,第二位建模師可以製作整個景觀;或是一位建模師可以製作環境,另外一位可以製作角色。動畫師可以外部參考環境當成一個場景,並且在場景裡運動攝影機或是角色,而不會修改到環境。如果環境被改變,這些改變會反映在動畫師的場景中。(用XRef scene呼叫進來的物件,預設是無法編輯的,除非自己去做了其它設定 )

Tools->New Scene Explorer

Bind To Parnrt


_____Objects loaded in the master file via XRef scenes cannot be selected nor modified, and do not appear in the Select From Scene dialog or Scene Explorer, the modifier stack, or the Track View. You can animate them in the current file only by using the Bind To Parent function in the XRef Scenes window.

透過XRef scene 匯入主資料的物件不能被選取也不能被修改,並且不會出現在Select From Scene對話框或是Scene Explorer,Modifier stack 或是Track View。你只能在目前的檔案設key的動畫,而且是藉由XRef Scenes的對話窗裡的Bind To Parent。


_____You can snap to externally referenced scene entities. You can use Snap, AutoGrid, and Clone and Align to position local objects in context, as well as to pick objects as the target location for the clones. If you need to move, rotate or scale the referenced scene, you can bind it to a local object. Transforming the object the externally referenced scene was bound to transforms all objects in the externally referenced scene. You can also use externally referenced objects in the scene as the reference coordinate system. When you save changes to the externally referenced file (such as objects added, edited, or deleted), updating the XRef Scene inherits those changes locally.

你可以吸住外部參考場景的實體。你可以使用Snap, AutoGrid, and Clone and Align去擺置本地物件在其中,也能選一個物件當作目標位置做複製。如果你需要移動,旋轉或是縮放參考場景,你可以把參考場景bind給一個本地物件。轉化物件外部參考場景必然在參考外部場景裡轉換所有的物件。你也能使用在場景裡的外部參考物件,當作參考座標系統。當你存檔改變外部參考的檔案(像是 物件增加 編輯 刪除),更新XRef場景就會本地繼承這些改變。