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开始时间 | 结束时间 | 原文 | 译文(可编辑) |
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00:00:00 | 00:00:04 | - [Instructor] Let's go ahead with our leg rig and I'd like to show you a little trick. | - [讲师] 让我们继续我们的腿部绑定,我想向你展示一个小技巧。 |
00:00:04 | 00:00:06 | I have one of the pole targets selected. | 我已经选择了一个极点目标。 |
00:00:06 | 00:00:14 | I will go to the custom shape, select as a custom object this sphere and set a scale of 0.2. | 我将转到自定义形状,选择一个这个球体作为自定义对象,并设置比例为 0.2。 |
00:00:14 | 00:00:30 | Once I'm done, if I want to apply the same custom shape to all the other bones, all the other pole target, I can select them, make the one we just customized active and I can right-click on the custom object property and choose copy to selected. | 一旦完成,如果我想将相同的自定义形状应用于所有其他骨骼,所有其他极点目标,我可以选择它们,将我们刚刚定制的那个设为活动,并在自定义对象属性上右键单击,选择复制到选择项。 |
00:00:30 | 00:00:39 | This will give the same custom shape to all the bone and I can then right-click on the scale values and choose copy all to selected. | 这将为所有骨骼提供相同的自定义形状,然后我可以右键单击比例值,选择全部复制到选择项。 |
00:00:39 | 00:00:42 | So that's another way to quickly set your custom shapes. | 这是另一种快速设置自定义形状的方法。 |
00:00:42 | 00:00:50 | There is something I like to do when I have a pole target is to make sure that we do understand to which leg it is related. | 当我有一个杆目标时,我喜欢做一件事,那就是确保我们明白它与哪条腿相关联。 |
00:00:50 | 00:00:54 | The idea is to create a line between the knee and this pole target. | 思路是在膝盖和这个杆目标之间创建一条线。 |
00:00:54 | 00:01:03 | To do so, I will enter edit mode and from the knee or the tip of the first leg bone, I will press E to extrude a new bone. | 为此,我将进入编辑模式,从膝盖或第一条腿骨的尖端开始,按 E 键 extrude 一个新的骨骼。 |
00:01:04 | 00:01:11 | The mirror option is still enabled, so blender is extruding a bone on both side, but it doesn't matter. | 镜像选项仍然启用,因此 blender 正在两侧 extruding 一个骨骼,但这无关紧要。 |
00:01:11 | 00:01:16 | Now I want to snap the tail of the bone to the head of the foot bone. | 现在我想将骨头的尾部捕捉到脚骨的头部。 |
00:01:16 | 00:01:23 | You can use the 3D cursor, snapping it to the foot bone, and then snapping the tail of our new bone to the 3D cursor. | 您可以使用 3D 光标,将其捕捉到脚骨,然后将我们新骨的尾部捕捉到 3D 光标。 |
00:01:23 | 00:01:30 | Or you can extrude the bone and then hold Control and snap it to the head of the bone. | 或者您可以挤出骨头,然后按住 Control 将其捕捉到骨头的头部。 |
00:01:30 | 00:01:35 | Let's now rename the bone, giving it the prefix WGT for widget. | 现在让我们重命名骨头,给它加上 WGT 的前缀,作为小部件。 |
00:01:35 | 00:01:40 | So I will call it WGT_LEG_POLE_FRONT.L. | 所以我将它称为 WGT_LEG_POLE_FRONT.L。 |
00:01:40 | 00:01:45 | From there I will deactivate the symmetries option so that I can get rid of the right side. | 我将停用对称选项,以便可以去掉右侧。 |
00:01:45 | 00:01:48 | I will then rename the back bone. | 然后我会重命名骨骼。 |
00:01:48 | 00:02:02 | What I often do to save time is to select the correctly named bone, press F2, then Control + A to select its whole name, copy its name, and paste it on the other bone and just change whatever I need. | 为了节省时间,我经常做的是选择命名正确的骨骼,按下 F2,然后按 Control + A 选择其整个名称,复制其名称,并粘贴到另一个骨骼上,然后只需更改所需内容。 |
00:02:02 | 00:02:09 | We now have those two bones attached to the joints of the leg and we want their tail to stick to the pole targets. | 现在这两个骨骼连接到腿的关节上,我们希望它们的尾部粘在杆目标上。 |
00:02:09 | 00:02:16 | To do so, we can use a constraint we already saw, which is the Stretch To Constraint. | 为此,我们可以使用我们已经看过的约束条件,即 Stretch To Constraint。 |
00:02:16 | 00:02:25 | So I will select first the pole target, then one of those widget bone, press Control + Shift to C and choose the Stretch To Constraint. | 所以我首先会选择杆目标,然后选择其中一个小部件骨骼,按下 Control + Shift + C,选择 Stretch To Constraint。 |
00:02:25 | 00:02:34 | I will do the same with the second leg and the bone's tail are now snapped to the pole target, but the match is not perfect. | 我将以同样的方式处理第二条腿,骨的尾部现在与杆目标对齐,但匹配并不完美。 |
00:02:34 | 00:02:43 | When you set the Stretch To Constraint, your rig need to be in rest pose for the Stretch To Constraint to properly calculate its original length. | 当你设置 Stretch To Constraint 时,你的骨骼需要处于静止姿势,这样 Stretch To Constraint 才能正确计算原始长度。 |
00:02:43 | 00:02:50 | So let's press A to select all the bones and then press Alt + G, Alt + R, Alt + S to reset everything. | 然后按 A 选择所有骨骼,然后按 Alt + G,Alt + R,Alt + S 重置所有内容。 |
00:02:50 | 00:02:58 | Then select one of the bone with the Stretch To Constraint and click the little cross near the original length value. | 然后选择一个带 Stretch To Constraint 的骨骼,并单击原始长度值附近的小十字。 |
00:02:58 | 00:03:04 | As I do so, you can see that now the tail of the bone perfectly match the pole position. | 当我这样做时,您会看到骨头的尾部现在完美地匹配了极点位置。 |
00:03:04 | 00:03:07 | Let's now select the other bone and repeat the process. | 现在让我们选择另一个骨头并重复这个过程。 |
00:03:07 | 00:03:12 | Click on the little cross near the original length and we're done. | 点击原始长度附近的小十字,我们就完成了。 |
00:03:12 | 00:03:18 | Now this big bone is a bit overwhelming, so let's give this a shape that will better fit our rig. | 现在这根大骨头有点压倒性,让我们给它一个更适合我们的架构的形状。 |
00:03:18 | 00:03:22 | To create this simple line, I will switch to object mode and I will add a simple plane. | 为了创建这条简单的线,我将切换到对象模式并添加一个简单的平面。 |
00:03:22 | 00:03:28 | Enter edit mode, press A to select everything, then right-click on it and choose subdivide. | 进入编辑模式,按 A 键选择所有内容,然后右键单击选择“细分”。 |
00:03:28 | 00:03:34 | Then I will get rid of all the vertices, but the one in the middle and the one in the top on my screen. | 然后我将删除所有顶点,除了在屏幕中间和顶部的一个。 |
00:03:34 | 00:03:36 | So I get a simple line. | 现在我得到了一条简单的线。 |
00:03:36 | 00:03:43 | And this line is one blender unit long along the Y axis, which will perfectly fit any bone custom shape. | 这条线沿 Y 轴有一个 Blender 单位长,可以完美地适配任何骨骼的自定义形状。 |
00:03:43 | 00:03:50 | Now let's call this WGT_POLE_LENGTH and then simply assign it to all our pole length bones. | 现在让我们称其为 WGT_POLE_LENGTH,然后简单地分配给所有的极点长度骨骼。 |
00:03:50 | 00:03:53 | Select the armatures, switch to post mode. | 选择骨架,切换到姿势模式。 |
00:03:53 | 00:03:57 | Go to the bone properties and search for the WGT_POLE_LENGTH. | 转到骨骼属性并搜索 WGT_POLE_LENGTH。 |
00:03:57 | 00:04:00 | Do the same for the second bone, then select those two bones. | 对第二根骨头执行相同操作,然后选择这两根骨头。 |
00:04:00 | 00:04:04 | Switch to edit mode, right-click and symmetrize. | 切换到编辑模式,右键点击并对称。 |
00:04:04 | 00:04:09 | Now select those four bones and move them onto the legs layer. | 现在选择这四根骨头并将它们移动到腿部图层。 |
00:04:09 | 00:04:16 | Then you can switch to object mode, select our widget object and move it into the widget collection. | 然后您可以切换到对象模式,选择我们的小部件对象,将其移动到小部件集合中。 |
00:04:16 | 00:04:19 | And here we are with our nice leg rig. | 这里是我们漂亮的腿部绑定。 |
00:04:19 | 00:04:21 | Let's give some colors to those legs. | 让我们给这些腿增加一些色彩。 |
00:04:21 | 00:04:26 | So one thing I like to do is to use custom color group. | 我喜欢做的一件事是使用自定义颜色组。 |
00:04:26 | 00:04:28 | Let's go to the rig properties. | 让我们进入绑定属性。 |
00:04:28 | 00:04:32 | Then in bone group, let's create a new group and click the palette. | 然后在骨骼组中,让我们创建一个新的组,并点击调色板。 |
00:04:32 | 00:04:36 | Instead of picking an existing group, we can use a custom color set. | 我们可以使用自定义的颜色集,而不是选择现有的组。 |
00:04:36 | 00:04:41 | What I did was to first create four different groups for each legs. | 我做的是首先为每条腿创建四个不同的组。 |
00:04:41 | 00:04:43 | The first color is the default color. | 第一个颜色是默认颜色。 |
00:04:43 | 00:04:47 | I gave them a very bright and intense color. | 我给它们涂上了非常明亮和强烈的颜色。 |
00:04:47 | 00:04:52 | But then the second and third color is the selected color and active color. | 但第二和第三种颜色是选定的颜色和活动颜色。 |
00:04:52 | 00:04:56 | For those state color, I use the same for all the groups. | 对于这些状态颜色,我在所有组中都使用相同的颜色。 |
00:04:56 | 00:04:58 | Color, as in input, can be copy and pasted. | 颜色,就像输入一样,可以复制和粘贴。 |
00:04:58 | 00:05:07 | These light and bright blue are pretty close to the default blender colors when it comes to bones, they make it easy to see if a bone is selected or active. | 当涉及骨骼时,这些浅蓝色和明亮蓝色与默认的混合颜色非常接近,这样可以轻松看到骨骼是否被选中或处于活动状态。 |
00:05:07 | 00:05:14 | From there, I will give a color to each pole target, pole widget and leg controller. | 从那里开始,我将为每个杆目标、杆小部件和腿控制器指定一个颜色。 |
00:05:14 | 00:05:18 | This way we can easily identify each leg which is on this character. | 这样我们可以轻松识别出该角色上的每根腿。 |
00:05:18 | 00:05:19 | Pretty nice. | 很好。 |
00:05:19 | 00:05:23 | To do so, just select the bones you want to pull in a group. | 要做到这一点,只需选择要以组的方式拉动的骨骼。 |
00:05:23 | 00:05:27 | Then go to the group panel, select the group and click assign. | 然后转到组面板,选择组并单击分配。 |
00:05:27 | 00:05:30 | This is something we covered in a previous video. | 这是我们在之前的视频中介绍过的内容。 |
00:05:30 | 00:05:38 | Now I want to make sure that the animator won't be able to select the widget poles because they are not used for animation. | 现在我要确保动画师不能选择小部件,因为它们没有用于动画。 |
00:05:38 | 00:05:39 | So I selected them. | 所以我选择了它们。 |
00:05:39 | 00:05:44 | And then in the outliner, I will press the dot key or home key. | 然后在大纲视图中,我将按下“.”键或“home”键。 |
00:05:44 | 00:05:47 | This will bring me directly to the selected bone. | 这将直接带我到所选的骨骼。 |
00:05:47 | 00:05:51 | Then in the outliner filters, I will activate selectability. | 然后在大纲过滤器中,我会激活选择能力。 |
00:05:51 | 00:05:56 | And before I uncheck it for each of those bone, I will go in the 3D view. | 在取消每个骨骼的选择之前,我会进入 3D 视图。 |
00:05:56 | 00:06:03 | Press Shift + W, choose deform and disable to make sure that those bones are no longer deformation bones. | 按下 Shift + W,选择变形并禁用,确保这些骨骼不再是变形骨骼。 |
00:06:03 | 00:06:13 | Now through the outliner for each of the widget bone, we can click this mouse icon and now the bone won't be selectable through the 3D view. | 现在通过大纲视图中的每个小部件骨骼,我们可以点击这个鼠标图标,现在这个骨骼将无法通过 3D 视图进行选择。 |
00:06:13 | 00:06:20 | It will still be displayed as widget, but the animator won't be able to accidentally select them. | 它仍然会显示为小部件,但动画师将无法意外选择它们。 |
00:06:20 | 00:06:22 | First, select the bone in the 3D view. | 首先,在 3D 视图中选择骨骼。 |
00:06:22 | 00:06:33 | Then in the outliner, press the dot or home key, blender will automatically focus the outliner on that bone and then uncheck the mouse icon. | 然后在大纲中,按下小数点或主页键,Blender 将自动将焦点放在该骨骼上,然后取消鼠标图标的选中。 |
00:06:33 | 00:06:36 | And you can now call this leg rig done. | 现在你可以认为这条腿的骨架已完成了。 |
00:06:36 | 00:06:42 | It might be tricky if it was your first one, but we will repeat this process a lot during the course. | 如果这是你第一次尝试,可能会有些棘手,但在课程中我们将会反复进行这个过程。 |