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Wingfox – Game Animation Masterclass From 0 to 100 with Zhengting Li

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Duration 27h Project Files Included MP4

Title: Wingfox – Game Animation Masterclass From 0 to 100 with Zhengting Li

Info:

This tutorial will use multiple cases to mainly explains the ways of animation production, including basic process and logic of animation production, and types of animation such as poses, walking, standby, fight and character interaction. This is a systematic tutorial, which can be divided into junior, intermediate and advanced level, and contains cases of male, female, tetrapods and dragon.

Chapter 1: Pose design and composition
1.Introduction(13m 57s)
2.Software introduction and operations(13m 4s)
3.Female character pose production(28m 59s)
4.Male character production(32m 50s)
5.Cases sharing about pose(18m 3s)
Chapter 2: Male character walking
6.Keyframe production of male character walking(31m 43s)
7.Adding details of male character walking keyframes(33m 22s)
8.Theory analysis of ribbon production(16m 22s)
9.Walking with sword production 1(27m 13s)
10.Walking with sword production 2(16m 22s)
Chapter 3: Female character walking
11.Keyframe production of female walking(24m 8s)
12.Female character walking production with arm ribbon(41m 55s)
Chapter 4: Walking with heavy step
13.Keyframe production of walking with heavy step(37m 25s)
14.Arm ribbon production(9m 4s)
Chapter 5: Little girl walking and jumping
15. Keyframe production of little girl walking(34m 5s)
16.Arm ribbon production of little girl walking and jumping(39m 15s)
Chapter 6: Realistic running animation
17.Realistic running animation production(35m 18s)
Chapter 7: Rushing animation
18.Keyframe production of rushing(21m 14s)
19.Detail optimization of rushing(13m 44s)
Chapter 8: Jumping and rolling animation
20.Keyframe production of jumping and rolling 1(35m 54s)
21.Keyframe production of jumping and rolling 2(27m 25s)
22.Jumping details with ribbon plugin(25m 28s)
Chapter 9: Standby animation
23.Standing standby animation production(24m 28s)
24.Fighting standby animation production(25m 6s)
Chapter 10: Death animation
25.Keyframe production of death animaition 1(28m 36s)
26.Keyframe production of death animaition 2(20m 25s)
27.Leg optimization of death animation(33m)
28.Arm details of death animation(26m 18s)
Chapter 11: Punching animation
29.Keyframe production of jabs(28m 25s)
30.Details of jabs buffer(20m 2s)
31.Swing production(22m 16s)
Chapter 12: Kicking animation
32.Keyframe production of kicking(34m 38s)
33.Details optimization of buffer and production of arm(44m 50s)
Chapter 13: Punching and kicking combo
34.Keyframe production of mixing combo(33m 24s)
35.Details of mixing combo(18m 39s)
36.Details of kicking combo(41m 43s)
37.Shots production of the buffuer of mixing combo(29m 40s)
Chapter 14: Twist to landing animation
38.Keyframe production of twist to landing animation 1(30m 26s)
39.Keyframe production of twist to landing animation 2(33m)
40.End pose optimization of twist to landing(26m 1s)
Chapter 15: Single attack with heavy weapon animation
41.Keyframe production of single target attack with heavy weapon 1(29m 30s)
42.Keyframe production of single target attack with heavy weapon 2(31m 3s)
43.End pose optimization of single target attack with heavy weapon(25m 23s)
Chapter 16: Combo with heavy weapon animation
44.Keyframe production of transverse combo with heavy weapon(55m 57s)
45. Production of backhanded hack combo with heavy weapon(29m 10s)
46.End pose production of hack combo with heavy weapon(31m 35s)
Chapter 17: Full body mixing combo screen recording
47.Production of landing combo buffer(41m 10s)
48.Combo hack production 1(51m 15s)
49.Combo hack production 2(26m 31s)
50.Optimization of waving sword combo(34m 21s)
51.End pose optimization of hack combo(29m 57s)
Chapter 18: Sabertooth walking
52.Keyframe production of sabertooth’s step(33m 6s)
53.Body, head and tail production of sabertooth(11m 27s)
Chapter 19: Sabertooth running
54.Keyframe production of sabertooth running(21m 16s)
55. Feet, head and tail optimization of sabertooth(31m 3s)
Chapter 20: Flying dragon
56. Keyframe production of flying dragon’s body(25m 31s)
57.Four limbs, wings and neck optimization of flying dragon(20m 10s)


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