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Muni Animation MotionMuse 3D 角色动画工具集 1.1.6 x64

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一套易于使用的 3D 角色动画工具集。MotionMuse 的目标是简化动画制作流程,让新晋艺术家无需经历漫长的学习过程即可轻松掌握 3D 动画制作技巧。为此,我们采用功能强大的工具和易于使用的界面。即使没有任何 3D 角色动画知识,也能轻松上手 MotionMuse,轻松创建复杂的角色动画。


文件大小: 67.5 MB

一套易于使用的3D角色动画工具集。MotionMuse旨在简化动画流程,让新晋艺术家无需陡峭学习曲线即可进入3D动画领域。为此我们采用功能强大的工具与直观界面设计,任何人即使毫无3D角色动画经验,也能快速掌握MotionMuse并开始制作复杂角色动画。

角色绑定
MotionMuse提供简单易用的绑定/蒙皮工具,可快速将角色与现有或生成骨骼系统连接。只需选择网格和骨骼,即可自动分配每个顶点在各关节的权重。多重网格自动绑定支持快速蒙皮角色多部位。结合权重绘制、绑定矩阵调节与关节创建工具,我们的绑定系统能够按需求精准设置角色参数。

动画重定向 – 动作迁移
MotionMuse的重定向功能可通过点击实现跨角色动画迁移。源骨骼与目标骨骼无需同规模或拓扑结构。只需选择源/目标骨骼,系统将自动计算映射关系(用户也可手动调整)。确认映射后启动动画迁移,输出目标骨骼至FBX文件即可投入工作流使用。

全身动作编辑系统
MotionMuse的动作编辑功能是修改现有角色动画的最优解。通过显示关节轨迹并修改轨迹/控制点/切线参数,用户可快速调整动画效果。动作编辑系统会自动调节关联关节的关键帧,并利用GPU和多核CPU硬件并行加速实现交互式更新。

全身逆向运动学
MotionMuse搭载顶尖逆向运动学(IK)解算器,通过骨骼层次结构直接控制复杂角色动作,无需额外绑定配置。用户可实时控制整体或局部肢体运动,多角色IK功能支持艺术家即时调整大批量角色的交互动作。

基于样条曲线的姿态草图绘制
通过样条草图功能,绘制关节链轮廓即可快速完成骨骼姿态调整。支持实时修改草图曲线、微调切线与控制点实现精准定位,兼容数位板设备实现创作意图的精准表达。

运动控制曲线编辑器
配备全功能曲线编辑器,支持多类型插值曲线与切线设置,精确调控关键帧间过渡效果。关键帧自由复制/粘贴与独立控制功能,打造最易用的关键帧动画控制体验。

媒体叠层系统
为缩小2D与3D动画差距,MotionMuse开发媒体叠层系统。艺术家可在时间轴创建多层图像叠层,通过数位板设备进行手绘创作,或导入现有图片/视频素材。通过将基底层角色与多层媒体叠层进行对位,快速实现动画创意可视化。

 

Muni Animation MotionMuse 3D 角色动画工具集插图

一套易于使用的 3D 角色动画工具集。MotionMuse 的目标是简化动画制作流程,让新晋艺术家无需经历漫长的学习过程即可轻松掌握 3D 动画制作技巧。为此,我们采用功能强大的工具和易于使用的界面。即使没有任何 3D 角色动画知识,也能轻松上手 MotionMuse,轻松创建复杂的角色动画。


File size: 67.5 MB

An easy to use toolset for 3D Character Animation. The goal of MotionMuse is to unclutter the Animation process, to bring in new artists to 3D animation without requiring a steep learning curve. To this end we employ powerful tools with an easy to use interface. Anyone, without any knowledge of 3D character animation can pick up MotionMuse and start animating complex characters.

Character Rigging
MotionMuse provides simple and easy to use rigging/skinning tools to quickly bind character to existing or generated skeletons. Simply select the mesh and the skeleton to automatically assign weights for each joint for each vertex. Auto rigging supports rigging of multiple meshes to quickly skin multiple parts of the character. Joint creation tools along with weight painting and bind matrix adjustments further allows our rigging system to quickly set up the character as per your precise requirements.

Retargeting – Animation Transfer
Retargeting in MotionMuse is a simple way to transfer animation across to another character within a few clicks. The character skeletons do not need to be of the same size or even of the same topology for retargeting to work. Simply select the source and target skeletons and MotionMuse will automatically compute a mapping between them. The user can also modify the mapping manually if required. Once satisfied, simply start the animation transfer. The targeted skeleton can then be exported to a new FBX file to be used in the desired workflow.

Full Body Motion Editing System
Motion Editing in MotionMuse is the easiest way to edit existing Character animations. By simply displaying a trajectory of a Joint and modifying either the trajectory or its control points and/or tangents, one can quickly alter character animations. Existing keys of all participating joints will be adjusted automatically by the Motion Editing system. Our Motion Editing system makes use of parallel hardware by utilizing GPUs and multicore CPUs for interactive updates.

Full Body Inverse Kinematics
MotionMuse gives you full control of the character by implementing the state of the art Inverse Kinematics solver. No further rigging of the character is required as the bone hierarchy itself is used to articulate complex character movements. The user can quickly move the entire or part of the body, with on the fly control of which body parts to affect. Multi-Character IK enables artists to articulate a large number of characters on the fly for easy inter-character interactions.

Spline Based Sketching for Posing
Spline based Sketching is an easy way to pose a chain of joints quickly by simply drawing on top of them. The Sketch can be adjusted on the fly to precisely pose the underlying joints and bones. Tangents and control points can be adjusted for exact positioning. Our Sketching supports stylus and tablet devices to get the most out of your vision.

Curve Editor for Motion Control
A fully featured Curve Editor allows the user to accurately control the interpolation between multiple key frames. With support for multiple types of interpolation curves and different types of tangents, you can be assured to get the exact repeatability and reliability needed for precise motion control. Easy copy / pasting of keys and free control of each independent key makes this one of the easiest curve editor to use.

Media Overlays
Diminishing the gap between 2D and 3D animation is inline with our vision of uncluttering the Animation process. We achieve this by implementing a Media Overlay system. The artist can create image overlays at multiple time frames and draw on top of them using mouse / pen tablet devices, or can load existing images or videos. By matching the underlying character to multiple image overlays or video overlays the artist can quickly achieve his / her animated vision.

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