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Part1: À¯±âüÀûÀÎ ¸ðµ¨¸µÇϱâ
Part2: »À´ë¿Í IK ¸¸µé¾î ³Ö±â
Part3: ij¸¯ÅÍ ¾Ö´Ï¸ÞÀ̼Ç
Part4: ½Ã°¢ÀûÀÎ È¿°ú
Part5: ·»´õ¸µ ´Ü°è
Part1: À¯±âüÀûÀÎ ¸ðµ¨¸µÇϱâ
1. ´Ù¿î·ÎµåÇÑ part1.zip(maxÆÄÀÏ)À» ¿¬´Ù. ÀÌ ÆÄÀÏ¿¡´Â ÀÌÁ¦ ¿ì¸®°¡ ¹ßÀ» µ¡ºÙÀÏ Ä³¸¯ÅÍ ¸Þ½¬°¡ ÀÖ´Ù. ¿À¸¥ÆíÀÇ ¼öÁ÷Æгο¡¼ ¹Ú½º¸¦ ¼±ÅÃÇÏ°í Ŭ¸¯-µå·¡±×¸¦ ÇÏ¿© ¹ßÀ» ¸¸µé ¼ö ÀÖ´Â Àû´çÇÑ »çÀÌÁî·Î »óÀÚ¸¦ ¸¸µç´Ù. ±æÀÌ¿Í ³ÐÀÌ´Â 3¼¼Å©¸ÕÆ®·Î ÇÏ°í ³ôÀÌ´Â 5¼¼Å©¸ÕÆ®·Î ¸¸µç´Ù. ±×·¯¸é Modify panel¿¡ ¿¡µðEdit Mesh modifier°¡ »ý±ä´Ù.
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2. ÀÌ°ÍÀ» Á߽ɿ¡¼ ¿Å°Ü¼ Zoom Extents ¼±ÅÃÇÏ¿© ¹Ú½º¸¦ ÁÜÀÎ ÇÑ´Ù. ±×¸®°í Modify panel¿¡ ÀÖ´Â Vertex sub-object level ·Î °¡¼ Ignore Backfacing ÀÌ Ã¼Å©ÇØÁ¦µÇ¾î ÀÖ´ÂÁö È®ÀÎÇÑ´Ù. ±×¸®°í ¸ÇÀ§ÀÇ ºäÆ÷ÀÎÆ®¸¦ ¼±ÅÃÇؼ verticeÀÇ ÇÑÂÊ ±¸¼®¿¡ ÀÖ´Â ±×·ìµéÀ» ¼±ÅÃÇÏ°í ¿òÁ÷¿©¼ Á»´õ µÕ±×·¸°Ô ¸¸µç´Ù.
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3. ±¸±èÀ» ½Å¹ß¿¡ ³Ö±âÀü¿¡ MeshSmooth modifier °¡ È°¼ºÈµÇ¾î ´«¿¡ º¸¿©¾ß ÇÑ´Ù. ÀÌ modifierÀÇ Iterations value (¹Ýº¹ ¼öÄ¡)¸¦ 2·ÎÇؼ Edit Mesh level °ú MeshSmoothÀÇ ¼öÄ¡¸¦ ¹Ù²Ù¾î¼ ¿·ÀÇ verticeµéÀ» Á¶ÀýÇؼ ±¸±è»ìÀ» ¸¸µç´Ù.
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4. ÀÌÁ¦ Polygon sub-object ¸ðµå·Î °¡¼ ½Å¹ßÀÇ ¸ÇÀ§ÂÊ Æú¸®°ïÀ» ¼±ÅÃÇÑ ±×¸®°í ¿À¸¥ÂÊ Å¬¸¯ÇÏ¿© Bevel PolygonÀ» ¼±ÅÃÇÑ´Ù. ±×¸®°í ÀÌ Æú¸®°ïÀ» µå·¡±×Çؼ ¾ç¸»¾ÈÂÊ ºÎºÐÀÌ µÇ°Ô ²ø¾î ³»¸°´Ù. ±×·¸°Ô Á¶±Ý ³»¸°´ÙÀ½ ¿©±â ±×¸²Ã³·³ BevelÀ» ¸¸µé±â À§Çؼ ´Ù½Ã µå·¡±×¸¦ ÇÑ´Ù. »õ·Ó°Ô ¹Ð·Áµé¾î°£ À§Ä¡¿¡¼ ¼±ÅÃµÈ Æú¸®°ïÀ» Ŭ¸¯ÇÏ¿© Bevel¾øÀÌ ¹Ýº¹Çؼ È®Àå½ÃŲ´Ù.
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5. Å©±âÁ¶Àý°ú À̵¿À» ÇÏ¿© ´Ù¸® ¾Æ·¡ÂÊÀÇ ºÎºÐ¿¡ ¾Ë¸Â°Ô ¸ÂÃß°í ¹ß°¡¶ôÀÇ ¾ÕºÎºÐÀ» ¸¸µé ¼ö ÀÖ°Ô verticeµéÀ» ´ç±ä´Ù. Modifier panel¿¡¼ Soft SelectionÀ» ÄÑ°í falloff¸¦ Çؼ ºÎ±Ù verticeµéÀÌ ³ë¶õ»öÀÌ µÉ ¶§°¡Áö Á¶Á¤ÇÑ´Ù. ¹ß°¡¶ôÀÇ verticeµéÀ» ´ç±â´Â °ÍÀº ÀÌÁ¦ smooth deformationÀÇ °á°ú°¡ µÉ °ÍÀÌ´Ù.
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6. ÀÌÁ¦ Mirror tool·Î °¡¼ Ä«ÇǿɼÇÀ¸·Î ÇÑ´ÙÀ½ ´Ù¸¥ÂÊ ¹ß·Î À§Ä¡¸¦ À̵¿ÇÑ´Ù. ´Ù¸®°¡ ½Å¹ßÀÇ Á߽ɿ¡ ¿À°Ô Á¶½ÉÇÏ°í µÎ½Å¹ßÀÌ ¼öÆòÀ¸·Î ÀÏÁ÷¼±¿¡ ÀÖ´Â È®ÀÎÇÑ´Ù. Offset levelÀ» ´Ù¸¥ÂÊ ½Å¹ßÀÌ ¸Âµµ·Ï 110Á¤µµ·Î Á¶ÀýÇÑ´Ù. °¢°¢ÀÇ modifier stack¿¡ ÀÖ´Â MeshSmooth modifierµéÀ» »èÁ¦ÇÑ´Ù.
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7. body_mesh element¸¦ unfreezeÇÏ°í Modify panelÀÇ Edit Geometry ·Ñ¾Æ¿ô¿¡¼ Attach¸¦ Ŭ¸¯ÇÏ°í ½Å¹ßÇϳª¸¦ ¼±ÅÃÇÏ°í ´ÙÀ½°ÍÀ» ¼±ÅÃÇÑ´Ù. MeshSmooth modifierÀ» ÷°¡ÇÏ°í Iteration¸¦ 2·Î ÇÑ´Ù. ÀÌÁ¦ Element sub-object·¹º§¿¡¼ Çô³ª
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8. ÀÌÁ¦ MultiRes modifier¸¦ ´õÇÏ°í Generate¸¦ ½ÇÇàÇÑ´Ù. ¸Æ½º´Â faceÀÇ ¼ö¸¦ °è»êÇؼ 49,000markÁ¤µµ°¡ µÉ °ÍÀÌ´Ù. È¿°úÀûÀÎ µðÅ×ÀÏÀ» À¯ÁöÇÏ¸é¼ ÆÛ¼¾Æ® ¼öÄ¡¸¦ Á¶ÀýÇؼ 50ÆÛ¼¾Æ®±îÁö °¥ ¼ö ÀÖ°Ô ¸¸µç´Ù. face´Â ÀÏ´Ü ±úÁú °ÍÀÌ°í ´Ù½Ã ÀÌ°ÍÀ» 100ÆÛ¼¾Æ®·Î ÇÑ´Ù.
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9. MultiRes modifierÀÇ Vertex sub-object ¸ðµå·Î °¡¼ Fence Region Selection ¿É¼ÇÀ» »ç¿ëÇÏ¿© ¾ó±¼ÀÇ ÁÖ¿äºÎºÐÀ» ¼±ÅÃÇÑ´Ù. Maintain Base Vertice¿É¼ÇÀ» ¼±ÅÃÇÏ°í üũÇÏ°í ÆÛ¼¾Æ® ¼öÄ¡¸¦ ´Ù½Ã 50ÆÛ¼¾Æ®·Î ÇÑ´Ù. face¼ö´Â ¹ÝÀ» ÁÙ °ÍÀÌ°í ¾ó±¼ºÎºÐÀÇ ÀûÀýÇÑ µðÅ×ÀÏÀº À¯Áö°¡ µÉ °ÍÀÌ´Ù.
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Part1: À¯±âüÀûÀÎ ¸ðµ¨¸µÇϱâ
Part2: »À´ë¿Í IK ¸¸µé¾î ³Ö±â
Part3: ij¸¯ÅÍ ¾Ö´Ï¸ÞÀ̼Ç
Part4: ½Ã°¢ÀûÀÎ È¿°ú
Part5: ·»´õ¸µ ´Ü°è
Part2: »À´ë¿Í IK ¸¸µé¾î ³Ö±â
1. part2.zip(maxÆÄÀÏ)ÀÇ
ÆÄÀÏÀ» ¿¬´Ù. Left ºäÆ÷ÀÎÆ®¿¡¼ Point helper ¿ÀºêÁ§Æ®¸¦ ¸¸µé°í ij¸¯ÅÍÀÇ °ñ¹ÝºÎÀ§¿¡ Áß½ÉÀÌ °¡°Ô À§Ä¡½ÃŲ´Ù. Modify panel¿¡¼ ÀÌ°ÍÀÇ À̸§À» centre·Î ÇÏ°í »çÀÌÁ 55·Î ÇÑ´Ù. ¾Ö´Ï¸ÞÀÌ¼Ç ¸Þ´º¿¡¼ Create BonesÀ» ¼±ÅÃÇÏ¿© ±×¸²°ú °°ÀÌ »À¸¦ ¸¸µç´Ù.
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2. ¿À¸¥ÂÊ Å¬¸¯À¸·Î »À¸¸µé±â¸¦ ºüÁ® ³ª°£´Ù. ÀÌÁ¦ ¿À¸¥ÂÊŬ¸¯À¸·Î »ý±ä ÀÛÀº »À¸¦ »èÁ¦ÇÑ´Ù. ôÃßÂÊÀÇ ¾Æ·¡ºÎºÐ¿¡ ÀÖ´Â »À¸¦ ¼±ÅÃÇÏ¿© Point helper¿Í ¸µÅ©¸¦ ½ÃŲ´Ù. ´Ù½ÃÇѹø Left ºäÆ÷ÀÎÆ®¿¡¼ Point helper·ÎºÎÅÍ ½ÃÀÛÇÏ¿© ´Ù¸®ÀÇ »À¸¦ ¸¸µç´Ù.
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3. Back ºäÆ÷ÀÎÆ®¿¡¼ ´Ù¸®»ÀÀÇ °¡Àå ÀºÎºÐ¿¡ ÀÖ´Â ¾ûµ¢ÀÌ »À¸¦ ¼±ÅÃÇÏ°í ij¸¯ÅÍÀÇ ¿À¸¥ÂÊ ´Ù¸®ÀÇ ¾È¿¡ µé¾î°¡µµ·Ï À̵¿ÇÑ´Ù. ÀÌÁ¦ ÀÌ»À¸¦ ´õºíŬ¸¯ÇÏ°í ShiftÅ°¸¦ ´©¸¥»óÅ¿¡¼ ¼±ÅÃÇÏ¿© À̵¿ÇÏ¿© º¹»ç¸¦ ÇÑ´Ù. ±×¸®°í ´Ù½Ã ¿ÞÂÊ´Ù¸®ÀÇ ¾ÈÂÊ¿¡ À̵¿À» Çß´ÂÁö È®ÀÎÇÑ´Ù.
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4. Create Bones¸¦ ¼±ÅÃÇÑ ´ÙÀ½ TopºäÆ÷ÀÎÆ®¿¡¼ ¹ß »À¸¦ ¸¸µé°í ÀÌÀü°ú °°ÀÌ ³ªÁß¿¡ »ý±ä ÀÛÀº »À´Â »èÁ¦ÇÑ´Ù. ÀÌ»À¸¦ ¼±ÅÃÇÏ¿© À̵¿°ú ȸÀüÀ» ÇÏ¿© ¾Ë¸Â°Ô À§Ä¡Á¶Á¤À» ÇÑ´Ù. ±×¸®°í 2°³ÀÇ »À¸¦ ¸¸µé¾î¼ ¼Õ°¡¶ô»À¸¦ ¸¸µé°í ÀÛÀº »À´Â ¶Ç »èÁ¦ÇÑ´Ù. ±×¸®°í À§Ä¡¿¡ ¸Â°Ô ÀçÁ¶Á¤ ÇÑ ´ÙÀ½ ÆÈ»ÀÀÇ ¼¼ ¹ø° »À¿¡ ¸µÅ©¸¦ ½ÃŲ´Ù.
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5. ¿À¸¥ÂÊ ÆÈÀÇ ¼â°ñÀ» ´õºíŬ¸¯ÇÏ°í Mirror toolÀ» ÀÌ¿ëÇÏ¿© Á¤È®ÇÑ À§Ä¡¿¡ ¸Â°Ô xÃàÂÊÀ¸·Î º¹»çÇؼ À§Ä¡½ÃŲ´Ù. ±×¸®°í °¢»ÀµéÀ» ¸¶Áø³ëÆ®ÀÇ °¡À̵å¶óÀε鿡¼ À̸§ ¹Ù²Ù±â ÇØÁØ´Ù. ¼â°ñµéÀ» ¸ñ»À·Î ¸µÅ© ½ÃÄÑÁØ´Ù. ±×¸®°í ¾Ö´Ï¸ÞÀÌ¼Ç ¸Þ´º¿¡¼ ¿ÞÂÊ ³ÐÀû´Ù¸® »À¸¦ ¼±ÅÃÇؼ IK Solvers¾Æ·¡ÀÇ HI SolverÀ» ¼±ÅÃÇÑ´Ù.
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6. ¿ÞÂÊ ¹ß¸ñ»À¸¦ ¼±ÅÃÇÏ¿© IKchainÀÇ ³¡ºÎºÐÀ¸·Î Á¤ÇØÁÖ°í IK goalÀ» À§Ä¡ ½ÃÄÑÁØ´Ù.
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7. Right ºäÆ÷ÀÎÅÍ¿¡¼ ¹ßµÚ²ÞÄ¡¸¦ ±âÁØÀ¸·Î Point helper¸¦ ¸¸µé°í cross°¡ only option À¸·Î ¼±ÅÃÀÌ µÇ¾î ÀÖ´ÂÁö È®ÀÎÇÏ°í À̸§À» ¿Þcontrol_foot_L·Î ¹Ù²Û´Ù. ´Ù¸¥ Point helper¸¦IKChain02¶õÀ̸§ÀÇ IKgoalÀ§¿¡ ¸¸µé°í À̸§À» null_heel_L·Î ¹Ù²Ù¾î ÁØ´Ù.IKChain03 À§Ä¡¿¡µµ Çϳª ´õ ¸¸µé°í À̸§À» null_toe_tip_L·Î ¸¸µçÈÄ¿¡ À̰͵éÀ» ´Ù¸®¿¡ ¸Â´Â À§Ä¡¿¡ Áß½ÉÀ» °íÁ¤½ÃŲ´Ù.
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8. Motion panelÀÇ Assign Controller ·Ñ¾Æ¿ô¿¡¼ °¢ÀÚÀÇ IK goalÀ» Â÷·Ê´ë·Î ¼±ÅÃÇÏ°í IKgoalÀÇ À§Ä¡/ȸÀü/Å©±â¿¡¼ ȸÀüÄÁÆ®·Ñ·¯¸¦ ¼±ÅÃÇÑ´Ù. Assign Controller¸¦ ¼±ÅÃÇÏ°í Ruler XYZ¸¦ Äѳõ´Â´Ù. ÀÌ¿Í °°Àº °úÁ¤À» Point Helperµé¿¡°Ôµµ ÇÑ´Ù. ±×·± ´ÙÀ½ ȸÀü ¼öÄ¡°¡ 0ÀÓÀ» È®ÀÎÇÑ´Ù.
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9. ÀÌ°ÍÀ» °¢ÀÚ¸¦ ¼±ÅÃÇؼ ¹Ýº¹ÇÑ´Ù. ±×¸®°í ¼±Åðú ȸÀüÀ» Ŭ¸¯Çؼ co-ordinate systemÀ» Local·Î Àüȯ½ÃÅ°°í ½ºÅ©¸° ¾Æ·¡ÂÊ¿¡ ÀÖ´Â »óÅÂâ¿¡¼ ¼¼°èÀÇ Ãà¿¡ ´ëÇؼ 0À¸·Î ÇÑ´Ù. ±×¸®°í ÀÌÁ¦ IK Chain01´Â null_heel_L¿¡ IK Chain03 ´Â IK Chain02¿¡ null_heel_L Àº null_toe_tip_L¿¡ IKChain02´Â null_toe_tip_L¿¡ ±×¸®°í null_toe_tip_LÀº control_foot_L¿¡ ¸µÅ©ÇÑ´Ù. ±×¸®°í ¸¶Áö¸·À¸·Î control_foot_LÀ» Àâ°í XYÃàÀ¸·Î À̸®Àú¸® ¿òÁ÷¿©º»´Ù. ±×¸®¸é ÀÌÁ¦ ¿ÏÀüÇÑ IKleg¸¦ ¸¸µé°Ô µÈ °ÍÀÌ´Ù.
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Part1: À¯±âüÀûÀÎ ¸ðµ¨¸µÇϱâ
Part2: »À´ë¿Í IK ¸¸µé¾î ³Ö±â
Part3: ij¸¯ÅÍ ¾Ö´Ï¸ÞÀ̼Ç
Part4: ½Ã°¢ÀûÀÎ È¿°ú
Part5: ·»´õ¸µ ´Ü°è
Part3: ij¸¯ÅÍ ¾Ö´Ï¸ÞÀ̼Ç
1. part3.zip(maxÆÄÀÏ)¸¦
¿¬´Ù. ¿©±â ³»ºÎ¿¡ À§Ä¡ÇÑ IK skeletonÀº ¿Ï¼ºÀÌ µÇ¾îÀÖ´Ù. ±×¸®°í Skin modifier´Â »À°¡ ¸ÞÀÎ ¸Þ½¬·Î ¿¬°áÀÌ µÇ¾î ÀÖ´Ù. ±×·±µ¥ À§ÂÊ ÆÈ¿¡ ¹®Á¦°¡ ÀÖ´Ù. »À¸¦ ¾Ö´Ï¸ÞÀÌ¼Ç ÇÑ ÈÄ ±×°ÍÀ» °íÄ¥ °ÍÀÌ¸ç ±×¸®°í ¼¼ÄÁ´Ù¸® ¾Ö´Ï¸ÞÀ̼Ç(ÁÖü°¡ µÇ´Â ¹°Ã¼¿Í ÇÔ²² µû¶ó°¡¸é¼ ¿òÁ÷ÀÌ´Â ¹°Ã¼, ¸ðÀÚ³ª ¸Ó¸®Ä«¶ôÀÌ ±× ¿¹ÀÌ´Ù.)À» µ¡ºÙÀÏ °ÍÀÌ´Ù. IK Chain08_arm_L¸¦ ¼±ÅÃÇÏ°í ¾Ö´Ï¸ÞÀ̼ÇÀÌ·Î °£´Ù.
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2. ¿ì¸®´Â ¾î±ú¸¦ À¸½»°Å¸®´Â °ÍÀ» ¾Ö´Ï¸ÞÀ̼ÇÇÒ °ÍÀÌ´Ï Àß ±â¾ïÇÏ°í ÇÁ·¹ÀÓ 15·Î °£´Ù. ±×¸®°í local XÃà°ú ZÃàÀ¸·Î ¾à°£ ¿òÁ÷ÀδÙ. ÀÌÁ¦ control_arm_LÀ» ¼±ÅÃÇÏ°í ZÃàÀ¸·Î ³»·Á¼ ÆȲÞÄ¡°¡ µé¾î°¡°Ô ¸¸µç´Ù. ŸÀÓ¶óÀÎÀ» ÅëÇؼ ÀûÀýÇÑ ÀÛ¾÷À» ÇÏ°í ´ÙÀ½°ú °°Àº À¸½»ÀÓÀÇ Ã¹ ¹ø° ¿òÁ÷ÀÓÀ» ¸¸µç°ÍÀÌ´Ù.
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3. ÇÁ·¹ÀÓ 25·Î °¡¼ control_arm_LÀ» ´Ù½Ã ¼±ÅÃÇÑ´Ù. ÀÌ°ÍÀ» ZÃàÀ¸·Î À§ÂÊÀ¸·Î ¿òÁ÷ÀÌ°í XÃàÀ» µû¶ó¼ ¹Ù±öÂÊÀ¸·Î ¿òÁ÷ÀδÙ. ÀÌÁ¦ ÇÁ·¹ÀÓ 30À¸·Î ¿Í¼ XÃàÀ» µû¶ó¼ Á¶±Ý ¹ÛÀ¸·Î ¿òÁ÷ÀδÙ. ŸÀÓ¶óÀÎÀÇ ÇÁ·¹ÀÓ25À» Ŭ¸¯ÇÏ¿© Å°ÇÁ·¹ÀÓÀ» ¼±ÅÃÇÑ´Ù.±×¸®°í Shift¸¦ ´©¸£°í ÀÌ°ÍÀ» ÇÁ·¹ÀÓ 35±îÁö µå·¹±×Çؼ Ä«ÇÇÇÑ´Ù. ÀÌ·¯ÇÑ ¹æ¹ýÀ» ¹Ýº¹ÇÏ¿© 1ÇÁ·¹ÀÓÀ» 45ÇÁ·¹ÀÓ¿¡ º¹»çÇÑ´Ù.
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4. ¿À¸¥ÂÊ¿¡µµ °°Àº ½ÄÀ¸·Î ¹Ýº¹À» Çϴµ¥ ¿Ïº®ÇÏ°Ô µ¿½Ã¿¡ ¿òÁ÷ÀÌ´Â ¾Ö´Ï¸ÞÀ̼ÇÀ» µÇµµ·Ï ÇÇÇÏ±æ ¹Ù¶õ´Ù. ±×¸®°í ³¡³ ÈÄ¿¡´Â ŸÀÓ¶óÀÎÀ» ÅëÇØ Animate and scrubÀ» ²ö´Ù. º¸´Ù½ÃÇÇ Skin modifier °¡ Á¶Á¤ÀÌ ÇÊ¿äÇÏ´Ù´Â °ÍÀ» ¾Ë°Ô µÉ °ÍÀÌ°í ¸öÅë ¸Þ½¬¸¦ ¼±ÅÃÇؼ modifier stackÀÇ Skin modifier's Envelope sub-object ·¹¹ú·Î °£´Ù.
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5. ´ÙÀ½À¸·Î Parameters·Ñ¾Æ¿ô¿¡¼ »ÀµéÀÇ ¸®½ºÆ®¿¡¼ bone_upper_arm_R¸¦ ¼±ÅÃÇÑ´Ù.
ÇÁ·¹ÀÓ0À¸·Î °¡¼ Perspective ºäÆ÷ÀÎÆ®¿¡¼ ÁÜÀÎÇÏ¿© stray vertex°¡ º¸ÀÌ°Ô ÇÑ´Ù. Paint Weights ¹öÆ°À» Ŭ¸¯ÇÏ°í Radius value¸¦ 2·Î ÇÏ°í ÀÌ Æ÷ÀÎÆ®¸¦ ÆäÀÎÆ®ÇÑ´Ù. ±×¸®°í ¿À¸¥ÂÊŬ¸¯À¸·Î Paint Weights¸ðµå¿¡¼ ³ª°¡¼ ¿ÞÂÊÆÈ¿¡µµ °°Àº ½ÄÀ¸·Î ¹Ýº¹ÇØÁØ´Ù.
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6. bone_head¸¦ ¼±ÅÃÇÏ¿© Animate¸¦ ÄÑ°í ÇÁ·¹ÀÓ10À¸·Î °¡¼ Ŭ¸¯ÇÏ°í ¿À¸¥ÂÊŬ¸¯ÇÏ¿© ¼±ÅÃÇÏ°í ȸÀü¹öÆ°À» ´·¯¼ ŸÀÌÇÎÇÏ¿© ¼öÄ¡¸¦ Àû¿ë½Ãų ¼ö ÀÖ°Ô ÇÑ´Ù. Reference Co-ordinate systemÀÌ Local·Î µÇ¾î ÀÖ°í 20À» XÇʵå·Î ÀÔ·ÂÇÑ´Ù. ÇÁ·¹ÀÓ 20¿¡¼ 40À» ÀÔ·ÂÇÏ°í 30¿¡¼´Â 35 ±×¸®°í 40¿¡¼´Â -15¸¦ ÀÔ·ÂÇÑ´ÙÀ½¿¡ Animate¸¦ ²ö´Ù.
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7. ¸öÅë ¸Þ½¬¸¦ ¼±ÅÃÇÏ°í Modify panel¿¡ ÀÖ´Â Skin modifier¸¦ Ŭ¸¯ÇÏ°í Mesh Select modifier¸¦ Ãß°¡ÇÑ´Ù. Vertex sub-object ¸ðµå·Î °¡¼ Front ºäÆ÷ÀÎÆ®¿¡¼ ¾ó±¼¿¡¼ ¶³¾îÁø ¾çÂÊ ±ÍÀÇ 4ÁÙÀÇ verticeµéÀ» ¼±ÅÃÇÑ´Ù. Soft SelectionÀ» ÄÑ°í Edge Distance ¿É¼ÇÀ» ÄÑ°í Edge Distance ¿É¼ÇÀ» üũÇÏ°í ¼öÄ¡¸¦ 3À¸·Î ÇÑ´Ù. falloff ´Â 25·Î Á¶Á¤ÇÑ´Ù.
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8. Vertex sub-object ¸ðµå¿¡¼ ÀÌ soft vertex ¼±ÅÃÀ» Á¶Á¤ÇÒ Flex modifierÀ» Ãß°¡ÇÑ´Ù. Flex value¸¦ 8·Î ÇÏ°í Sway value¸¦ 4·Î ÇÑ´ÙÀ½ Centre sub-object ·¹º§À» ¼±ÅÃÇÑ´Ù. front viewport¿¡¼ ÀÌ modifier¸¦ ij¸¯ÅÍÀÇ ÄÚÀÇ ¼öÁرîÁö À̵¿Çؼ Á߽ɿ¡ À§Ä¡½ÃŲ´Ù.
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9. MeshSmooth modifier¸¦ stack¿¡ ÀÖ´Â Àü±¸¸ð¾çÀÇ ¾ÆÀÌÄÜÀ» Ŭ¸¯ÇÔÀ¸·Î½á ÄÑ°í Point Cache modifier¸¦ ¸ÇÀ§¿¡ Ãß°¡ÇÑ´Ù. ·¹ÄÚµå¹öÆ°À» Ŭ¸¯ÇÏ°í Save Points dialog¸¦ ÀÌ¿ëÇؼ ij½¬ÆÄÀÏÀ» ÁöÁ¤ÇÒ ¼ö ÀÖ°Ô ÇÑ´Ù. ¹Ú½ºÀÇ ¾Æ·¡ÂÊ¿¡ ÀÖ´Â Disable Modifiers¸¦ üũÇÏ¿© ij½¬µÈ vertex ¾Ö´Ï¸ÞÀ̼Ǹ¸ÀÌ º¸¿©¼ Ç÷¹ÀÌ¹é ½Ãų ¶§ º¼ ¼ö ÀÖ°Ô µÈ´Ù.
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Part1: À¯±âüÀûÀÎ ¸ðµ¨¸µÇϱâ
Part2: »À´ë¿Í IK ¸¸µé¾î ³Ö±â
Part3: ij¸¯ÅÍ ¾Ö´Ï¸ÞÀ̼Ç
Part4: ½Ã°¢ÀûÀÎ È¿°ú
Part5: ·»´õ¸µ ´Ü°è
Part4: ½Ã°¢ÀûÀÎ È¿°ú
1. part4.zip(maxÆÄÀÏ)¸¦ ´Ù¿î·ÎµåÇÏ¿© ¿¬´Ù. Create > Geometry panel ÇÏ°í µå·Ó´Ù¿î ¸Þ´º¿¡¼ Particle SystemsÀ» ¼±ÅÃÇÏ°í PArray¶ÇÇÑ ¼±ÅÃÇÑ´Ù. Ŭ¸¯ ¾Ø µå·¡±×·Î ¾Æ¹« ºäÆ÷ÀÎÆ®¿¡³ª PArray gizmo¸¦ À§Ä¡ÇÑ´Ù. Basic Parameters ·Ñ¾Æ¿ô¿¡¼ Pick Object¸¦ Ŭ¸¯ÇÏ°í body_mesh¸¦ Ŭ¸¯ÇÑ´Ù. ¿À¸¥ÂÊ Å¬¸¯ÀÇ ·Ñ¾Æ¿ô¿¡¼ Particle Type¸¦ ¼±ÅÃÇÏ°í ±×¾ÈÀÇ ·Ñ¾Æ¿ô¿¡¼ thickness¸¦ 3À¸·ÎÇÑ Object Fragments¸¦ ¼±ÅÃÇÑ´Ù.
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2. ¿©·¯°³ÀÇ µ¢¾î¸®¸¦ ¼±ÅÃÇÏ°í MinimumÀ» 200À¸·Î ÇÑ´Ù. Basic Parameters ·Ñ¾Æ¿ô¿¡¼ ºäÆ÷ÀÎÆ® µð½ºÇ÷¹À̸¦ À§Çؼ Mesh¸¦ ¼±ÅÃÇÑ´Ù. Particle Type ·Ñ¾Æ¿ô¿¡¼ Material Mapping and Source¾Æ·¡ÀÇ Get Materials From¸¦ üũÇÏ°í ¹öÆ°¿¡¼ Get Material¸¦ Ŭ¸¯ÇÑ´Ù. Rotation and Collision·Ñ¾Æ¿ô¿¡¼ Spin TimeÀ» 60À¸·Î ÇÑ´Ù.
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3. Particle Generation ·Ñ¾Æ¿ô¿¡¼ Emit Start¸¦ 40 ±×¸®°í Life¸¦ 61·ÎÇÑ´Ù.
óÀ½¸¸µçij¸¯Å͸¦ »ç¶óÁö°Ô ÇÏ·Á¸é 40ÇÁ·¹ÀÓ¿¡¼ Animate¸¦ ÄÒ´Ù. body_mesh¸¦ ¼±ÅÃÇÏ°í ¿À¸¥ÂÊ Å¬¸¯Çؼ Properties¸¦ ¿°í Visibility spinner¸¦ 0·Î ÇÏ°í OKÇÑ ´ÙÀ½ animate¸¦ ²ö´Ù. time slider¾Æ·¡ÀÇ ÇÁ·¹ÀÓ 0¿¡¼ Å°¸¦ ¿À¸¥ÂÊ Å¬¸¯ÇÑ´Ù.
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4. body_meshÀÇ Visibility¸¦ ¼±ÅÃÇÏ°í Out interpolation¸¦ StepÀ¸·Î ¹Ù²Û´Ù. timelineÀ» µû¶ó¼ °¡¸é ¿ø·¡ÀÇ Ä³¸¯ÅÍ´Â Æø¹ß½ÃÀÛ°ú µ¿½Ã¿¡ »ç¶óÁö´Â °ÅÀ» º¼ ¼ö ÀÖ´Ù. ÇÁ·¹ÀÓ 0¿¡¼ Create panel>Lights¸¦ Omni·Î ÇÏ°í Topºä¿¡¼ ij¸¯Å͸Ӹ® ÀÇ ¹Ù·Î Á߽ɿ¡¼ Çϳª¸¦ ¸¸µç´Ù. Front ºä¿¡¼ ¸Ó¸®Áß½ÉÀ¸·Î À§Ä¡ÇÏ°Ô À§·Î ¿Å±ä´Ù.
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5. ÇÁ·¹ÀÓ 50À¸·Î À̵¿Çؼ Camera01 ºäÆ÷ÀÎÆ® ·¹¹ú¿¡¼ ¿À¸¥ÂÊŬ¸¯À» ÇÏ°í ActiveShade¸¦ ¼±ÅÃÇÑ´Ù. Modify panel¿¡¼ light's colour swatch¸¦ Ŭ¸¯Çؼ RGB¿¡¼ 195, 112, 61ÀÇ ¿À·»Áö ¿»·Î¿ì·Î ¹Ù²Ù°í »ö»óÀÌ ÀûÀýÇÒ ¶§±îÁö ActiveShade°¡ ¾÷µ¥ÀÌÆ® µÇ´Â °ÍÀ» ÁöÄѺ»´Ù.
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6. front ºä¿¡¼ planeÀ» ±æÀÌ¿Í ³ÐÀ̸¦ 500À¸·Î ¸¸µé°í ij¸¯ÅÍÀÇ ¸Ó¸®Á߽ɿ¡ À§Ä¡½ÃŲ´Ù. plane_explode¶ó°í À̸§ºÙÀÌ°í M¸¦ ´·¯¼ Material Editor¸¦ ºÒ·¯µéÀδÙ.
Glossiness¸¦ 0À¸·Î ÇÏ°í Diffuse colour swatchÀÇ ¿À¸¥ÂÊ¿¡ ÀÖ´Â °÷ÀÇ ºóÄÀ» Ŭ¸¯ÇÑ´Ù. BitmapÀ» ¼±ÅÃÇÏ°í OK¸¦ ÇÑ´Ù. ±×¸®°í ÀÌÁ¦ Hercules.aviÀ»
´Ù¿î¹Þ¾Æ¼ ¿¬´Ù.
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7. Material EditÅø¹Ù¿¡¼ Ŭ¸¯ÇÏ°í Parent buttonÀ¸·Î °¡¸é ºä¹öÆ°¿¡ MapÀÌ º¸ÀÌ°í ±× ¸ÅÅ͸®¾óÀ» »ùÇý½·Ô¿¡¼ µå·¡±×ÇÏ¿© planeÀ¸·Î ¿Å±ä´Ù. ÀÌÁ¦ Map ·Ñ¾Æ¿ô¿¡¼ labelled None ¹öÆ°À» ´·¯¼ Opacity·Î ÇÑ´Ù. BitmapÀ» ´Ù½Ã ¼±ÅÃÇÏ°í À̹ø¿¡´Â HerculesM.avi¸¦ ´Ù¿î¹Þ¾Æ¼ ºÒ·¯µå¸°´Ù.
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8. Time·Ñ¾Æ¿ô¿¡¼ Start FrameÀ» 40À¸·Î End ConditionÀ» Hold·Î ÇÑ´Ù.
Material EditorÅø¹Ù¿¡¼ Go Forward¸¦ Sibling ¹öÆ°À» Ŭ¸¯ÇÑ´Ù. ±×¸®°í Diffuse¸Ê°ú °°ÀÌ ¹Ýº¹ÇÑ´Ù. Material EditorÀ» ´Ý°í ActiveShadeÀ©µµ¿ì¿¡¼ ¿À¸¥ÂÊ Å¬¸¯À» Çؼ Close¸¦ ¼±ÅÃÇÑ´Ù. ±×¸®°í Åø¸Þ´º¿¡¼ Align¿¡¼ View·Î ÇÑ´Ù. ±×¸®°í ZÃàÀ¸·Î Align·Î µÇ¾î ÀÖ´ÂÁö È®ÀÎÇÏ°í OKÇÑ´Ù.
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9. Reference Co-ordinate System ÀÌ Local·Î µÇ¾î ÀÖ´ÂÁö È®ÀÎÇÏ°í Topºä¿¡¼ ij¸¯Å͸Ӹ®ÀÇ Áß½ÉÀ¸·Î planeÀ» ¿Å±ä´Ù. planeÀÇ ¿À¸¥ÂÊŬ¸¯À¸·Î Properties¸¦ ¿°í Cast Shadows ¿Í Receive Shadows ¹Ú½º¸¦ üũÇØÁ¦ÇÑ´Ù. Camera01 ºäÆ÷ÀÎÆ®¿¡¼ ¿À¸¥ÂÊ Å¬¸¯ÇÏ°í F9À» Ãļ È¿°ú°¡ ¾î¶»°Ô º¸ÀÌ´ÂÁö È®ÀÎÇÑ´Ù.
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Part1: À¯±âüÀûÀÎ ¸ðµ¨¸µÇϱâ
Part2: »À´ë¿Í IK ¸¸µé¾î ³Ö±â
Part3: ij¸¯ÅÍ ¾Ö´Ï¸ÞÀ̼Ç
Part4: ½Ã°¢ÀûÀÎ È¿°ú
Part5: ·»´õ¸µ ´Ü°è
Part4: ·»´õ¸µ ´Ü°è
1. part5.zip(maxÆÄÀÏ)¸¦
¿°í ·»´õ¸µ ¸Þ´º¿¡¼ Effects¸¦ Ŭ¸¯ÇÏ°í Add¹öÆ°À» Ŭ¸¯ÇÑ´Ù. ¸ñ·Ï¿¡¼ Lens Effects¸¦ ¼±ÅÃÇÏ°í OK¸¦ Ŭ¸¯ÇÑ´Ù. ÀÌÁ¦ Lens Effects Parameters ·Ñ¾Æ¿ô¿¡¼ GlowÀ» ¹à°ÔÇÏ°í ¿À¸¥ÂÊ È»ìÇ¥ ¹öÆ°À» Ŭ¸¯ÇÑ´Ù. Lens Effects Globals ·Ñ¾Æ¿ô¿¡¼ Pick Light¸¦ Ŭ¸¯ÇÑ´Ù. omni_inside_head ¿ÀºêÁ§Æ®¸¦ ¼±ÅÃÇÑ´Ù.
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2. Glow Element ·Ñ¾Æ¿ô¿¡¼ ¿É¼ÇÅÇÀ» ¿°í Apply Element To group¿¡¼ Lights¸¦ ÄÒ´Ù. Image and Image Centres´Â ²ö´Ù. ±×¸®°í Parameters tab¿¡¼ OcclusionÀ» 10À¸·Î Glow Behind´Â ²ô°í Radial Colour group¿¡¼ ¿ÞÂÊ°ú ¿À¸¥ÂÊÀÇ swatchµéÀ» °¢°¢ R:255, G:200, B:142°ú R:195, G:112, B:61 ·Î Á¤ÇØÁØ´Ù.
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3. Size´Â 50À¸·Î Intensity´Â 0À¸·Î ÇÑ´Ù. 38ÇÁ·¹ÀÓÀ¸·Î °¡°¡¼ AnimateÀ» ÄÒ´Ù. ±×¸®°í À̵Π¼öÄ¡¸¦ À§Çؼ up spinner¸¦ Ŭ¸¯ÇÏ°í ´ÙÀ½À¸·Î down spinner À¸·Î Ŭ¸¯ÇÏ¿© 0°ú 50ÀÇ ¼öÄ¡·Î ´Ù½Ãµ¹¾Æ ¿Àµµ·Ï ÇÑ´Ù. 39ÇÁ·¹ÀÓ¿¡¼ Intensity¸¦ 100À¸·ÎÇÏ°í 60ÇÁ·¹ÀÓ¿¡¼´Â Size¸¦ 100À¸·Î Intensity´Â 0·Î ÇÑ´Ù. ±×¸®°í Animate¸¦
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4. ´Ù¸¥ ·»´õ¸µ ÀÌÆåÆ®¸¦ ÷°¡ÇÑ´Ù. À̹ø¿£ Blur·Î ÇÑ´Ù. Blur Type ÅÇ¿¡¼ Radial blur¸¦ ¼±ÅÃÇÏ°í Pixel Radius¸¦ 3ÆÛ¼¾Æ®·Î ÇÑ´Ù. Animate¸¦ ´Ù½ÃÄÑ°í ÇÁ·¹ÀÓ0°ú 39¿¡¼ Pixel Radius¸¦ 0À¸·Î ÇÏ°í ÇÁ·¹ÀÓ 40¿¡¼ 0À¸·Î ÇÑ´Ù. Animate¸¦ ²ô°í ¸ÞÀÎÅø¹Ù¿¡ ÀÖ´Â Track View ¹öÆ°À» Ŭ¸¯ÇÏ¿© Render Effects ¿Í Glow¸¦ È®ÀåÇÑ´Ù.
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5. ¸ÇÀ§ ¸Þ´º¿¡¼ Size icon °ú Function Curves¸¦ Ŭ¸¯ÇÑ´Ù. ¿À¸¥ÂÊŬ¸¯ÇÏ¿© 38ÇÁ·¹ÀÓÀÇ Å°¿¡¼ In value¸¦ Step °ú Out to Linear·Î ¼ÂÇÑ´Ù. ±×¸®°í ÇÁ·¹ÀÓ 60¿¡¼´Â In value to Linear·Î ÇÏ°í ÀÌ°ÍÀ» Intensity track¿¡¼µµ ¹Ýº¹ÇÑ´Ù. 38ÇÁ·¹ÀÓ Å°¿¡¼ In: Step°ú Out: LinearÀ¸·Î ÇÁ·¹ÀÓ 39¿¡¼´Â In: Linear ¿Í Out: Linear·Î ÇÁ·¹ÀÓ60¿¡¼´Â In: Slow·Î ÇÑ´Ù.
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6. Blur>Blur Radial Pixel Radius track¿¡¼ ÇÁ·¹ÀÓ39 Å°¸¦ In: Step, Out: Linear À¸·Î ÇÏ°í ÇÁ·¹ÀÓ 40¿¡¼´Â In: Linear·Î ÇÑ´Ù. ±×¸®°í Trackºä¸¦ ´Ý´Â´Ù. ¾Æ¹« ºäÆ÷ÀÎÆ®¿¡¼³ª PArray gizmo¸¦ ¼±ÅÃÇÏ°í ¿À¸¥ÂÊŬ¸¯À¸·Î Properties¸¦ ¿¬´Ù. ´ëÈ »óÀÚÀÇ Motion Blur ¼½¼Ç¿¡¼ Object¸¦ ¼±ÅÃÇÏ°í È°¼ºÈ ½ÃÅ°°í OKÇÑ´Ù.
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7. Camera01ºäÆ÷ÀÎÆ®¸¦ ¿À¸¥ÂÊ Å¬¸¯À¸·Î È°¼ºÈ ½ÃÅ°°í Render Scene ´ëÈ »óÀÚ¸¦ F10¸¦ ´·¯¼ ºÒ·¯µéÀδÙ. MAX Default Scanline A-Buffer ·Ñ¾Æ¿ô¿¡¼ Duration(frames)À» 2·Î ¸ÂÃá´Ù. ±×¸®°í ÇÁ·¹ÀÓ60¿¡¼ Å×½ºÆ®·»´õ¸¦ Çؼ °á°ú¸¦ ÁöÄѺ»´Ù. ±×¸®°í Render Scene ´ëÈ »óÀÚ·Î µ¹¾Æ°¡¼ Render Elements ·Ñ¾Æ¿ô¿¡¼ Add¸¦ Ŭ¸¯ÇÑ´Ù.
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8. Alpha, Blend, Diffuse, Shadow ±×¸®°í Specular ¿ä¼Ò¸¦ ÷°¡ÇÑ´Ù. Render Scene ´ëÈ »óÀÚ¿¡¼ ¸ÇÀ§¿¡¼ 640x480¸¦ Output Size ·Î ±×¸®°í single·Î ¸ÂÃá´Ù.
Render Output Áö¿ª¿¡´Â À§Ä¡¿Í À̸§À» ¼±ÅÃÇÏ°í TIFF¸¦ ÆÄÀÏŸÀÙÀ¸·Î ÇÏ°í Render¸¦ Ŭ¸¯ÇÏ¿© ´Ù¸¥ ¿ä¼Ò·Î ¸Æ½º°¡ ¾î¶»°Ô ·»´õ¸¦ Çس»´ÂÁö º¸°Ô µÈ´Ù.
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9. Render Scene ·Î ´Ù½Ãµ¹¾Æ°¡¼ Time OutputÀ» Active Time Segment·Î ÇÏ°í Render Output Àº AVI ³ªMOV ÆÄÀÏ·Î ÇÑ´Ù. ±×¸®°í Output Size´Â 384x288 (PAL½Ä ¹æ¼Û¿ëÀÇ ¹ÝÅ©±â)Á¤µµ·Î Àû´çÈ÷ ¸ÂÃá´Ù. Render Elements Áö¿ª¿¡¼ ¿ä¼Ò¸¦¸¦ Áö¿ì°í Render¸¦ ½ÇÇàÇÑ´Ù. ±×·¸°Ô ¿Ï¼ºµÈ ¾Ö´Ï¸ÞÀ̼ÇÀÌ ¹Ù·Î part5.aviÀÌ´Ù.
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