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[教程] 用MAYA粒子制作LOGO变形动画

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楼主
发表于 2013-9-17 11:16:54 |只看该作者 |倒序浏览

Step 1
Open new scene, go to “Create” and open the option box for“Text”.
首先创建一个新场景,然后再Create菜单中选择Text命令后面的选项盒子
b17079f9840aed04bcdaf6a376d6ba8a.jpg
Step 2
Adjust the following options then press “create”.
打开text命令的选项盒子后,按照下图设置属性
ea4d1687a7c9a57cc4adf598316bc0e4.jpg
Step 3
Hide the text curves in the “Outliner” by pressing (Ctrl + h).
创建出模型后在Outliner窗口中选择文字曲线按Ctrl + h隐藏曲线
813ebfccdd58b0e8babbb1002fccbf79.jpg
Step 4
Select all the letters, then go to “Mesh > Combine”.
接下来选择所有文字模型执行Mesh > Combine合并模型
b1f787ca832e7e02874027847b676687.jpg
Step 5
Delete the history for the shape, then go to “Modify > Make Live”.
首先删除所有模型的历史记录后执行Modify > Make Live命令
f99c577007ff9fa0c61fd50479154a3a.jpg
Step 6
Switch to “Dynamics Menu” by pressing “F5”, then go to “Particles > Particle Tool (option box)”.
切换到“动力学”模块(按键盘快捷键F5),然后选择Particles > Particle Tool菜单后面的选项盒子打开属性设置面板
bdc3129331248dcd3a07b67167e945c3.jpg
Step 7
Press on “Reset Tool”, then adjust the settings as shown.
首先单击“Reset Tool”复位所有属性,之后按照下图设置属性
c5d7760250f4bdc6c81310b28a4f9f5a.jpg
Step 8
Hide your grid, switch to the front view, and start to draw on the letters. Make sure to fill from the inside and on the edges as shown.
接下来开始在前视图中给模型“刷”上粒子,确保文字内部都充满粒子(如下图)
Notes:
注意事项:
1.Hold the Left Mouse Button and drag anywhere to draw.
1.按住鼠标左键在文字上面拖动,拖动到的位置就会产生新粒子

2.Try to draw the letters one by one (start from the edges with one stroke then fill inside with the second stroke).
2.可以尝试一步一步的绘制粒子(可以先沿着文字边界绘制一圈粒子,松开鼠标后再在文字内部填充上粒子,这样效率会比较高)

3.If you missed a spot, press only once to fill that spot.
3.如果你忘记填充摸个位置,可以回过头来在重新填充

4.Avoid drawing on the same area again because intensive particle counts will make a sluggish movement.
4.避免再同一个位置重复绘制,因为粒子密度如果不均匀会影响到粒子的运动速度
3ce9da67d8ba17bb885167a7845d7890.jpg
Step 9
Press “Enter” then, in the “Attributes Editor” for the particle shape, go to “Render Attributes > Particle Render Type > Cloud (s/w)”. Note: When you press “Enter” you have to wait for the program to calculate the particles.
单击“回车”键结束绘制,然后打开粒子的属性编辑器(ctrl+a),然后再Render Attributes栏里面设置Particle Render Type为Cloud (s/w)渲染类型。选择好新的粒子类型后您会看到粒子视图中的粒子样子会发生变化
fa23ee302cb621472e139b7a7154f9b1.jpg
Step 10
Press on “Current Render Type”, and set the radius to “0.025”.
然后单击Current Render Type按钮把radius属性设置为0.025
670a9f61f747b11b37428ab41e0bf657.jpg
Step 11
Hide the original text surface in the outliner, then open “Hypershade” and select the Volumetric Node“particlecloud1”.
在大纲窗口中隐藏掉原始的文字模型,然后打开材质编辑器(Hypershade)选择particlecloud1材质,如下图
71acc4df489807ba1e797829c4cf9a87.jpg
Step 12
Modify the following attributes for the particle cloud:
按照下图修改粒子云材质属性
d902613829a35330fd28bef90022f85f.jpg
Step 13
Extend the playback range time to “200 frames”, then select the particles, and go to “Fields > Volume Axis”.
设置场景的帧数到200,然后选择粒子后在执行Fields > Volume Axis,创建一个新的“体积轴向场”
01bfeea2b3bb40450d937368864dd4ed.jpg
Step 14
Modify the following attributes for the volume axis field:
按照下图设置volume axis场的属性
55e03f84f6bb7b4a1d0bc85eb1235377.jpg
Step 15
Modify the “Transform Attributes” for the volume field as shown:
接下来在设置volume field场的Transform Attributes栏属性如下图(译者注:这个节点可以先选择场,然后按上箭头,就可以选中了)
b001f9672abdaf6b8d4824f6e33d62e2.jpg
Step 16
On frame “1″, set a key for the volume axis field at “Translate X” with a value of ’20′.
把场景帧跳到第一帧,然后设置volume axis场的Translate X为20.
43bac81e5a7edf45c74b8c018e0b5e2a.jpg
Step 17
Go to frame “100″ then set another key for volume axis field “Translate X” with a value of “-3.000″.
把当前帧数跳到100帧,设置Translate X为-3
9ff6e3c39e746f19df5c7217ba022f37.jpg
Step 18
Go to “Window > Settings/Preferences > Preferences”.
执行“Window > Settings/Preferences > Preferences命令。打开maya的全局设置面板
e7140e30192316e20af2ce1443143a2b.jpg
Step 19
Select the “particlecloud1” material, set its transparency to “0”, then set a key on the current frame (200).
打开材质编辑器面板,选择particlecloud1材质,然后把当前帧数跳到200,设置材质的transparency为0
9a8550e03e854a115e0487a7dcfd8667.jpg
Step 20
Go to “Window > Settings/Preferences > Preferences”.
执行“Window > Settings/Preferences > Preferences命令。打开maya的全局设置面板,设置maya以逐帧模式播放场景。(翻译者注:应该是原本教程有疏漏,忘记截图了!)
4e375290ed935461662e06e3810b31a1.jpg
Step 21
Go to “Solvers > “Create Particle Disk Cache (option box)”.
首先选择文字粒子,然后选择Solvers > “Create Particle Disk Cache后面的选项盒子,如下图
853d5282926c0659a1b1121589ad6d94.jpg
Step 22
Make sure that the options look like following image (except for the scene directory), then press create.Note: Wait for the particles cache to be generated, and until it stops at frame 200.
确认属性参数如下图,然后单击create开始创建粒子缓存
c19ddf684ee4c5dbfb8216fd5d81326e.jpg
Step 23
Select the “particlecloud1” material, set its transparency to “0” or a “White” color, and then set a key on the current frame (200).
选择particlecloud1材质,跳转当前帧到200后设置transparency属性到0也就是白色
5524c9e9954cf4717544f21b8429f49c.jpg
Step 24
Set the current time in the time slider to “160”, change the transparency to “1” or a “Black” color, and then set another key.
然后设置当前帧数到160,设置transparency属性到1也就是黑色,右键选Set Key设置关键字
63e863d5252d01d98c43ef961229f809.jpg
Step 25
Repeat the last 2 steps. Set a key for “Transparency” on frame “20” with a “white” color or a value of “0″, then set a key with a value of “1” or “black” on frame “1”. Now show the original hidden text shape in the “Outliner”. Go to “Display > Show > Show Selection”, or press “Shift + h”.
重复以上两步。在第20帧的位置在Transparency属性设置为白色或者值为0并且右击-选择set key,,然后在第1帧位置设置其属性为黑色或值为1并右击Set Key。现在来在outliner中选择原先的被隐藏的文字: Display > Show > Show Selection来显示被隐藏的文字。

e15452a8df3a35ad864acd7473db57dd.jpg
Step 26
Switch to Edge Mode by pressing “Ctrl + F10”, then press delete.
按下Ctrl F10进入边模式,然后删除它.
b5581e1cf72172ce73ec4aa3c7a7509c.jpg
Step 27
Extrude the text shape to about “0.250” on the “Z axis”.
在Z轴,挤出(Extrude)文字形状大约0.250的厚度。
932e6579a8bba67130e523827b6ec855.jpg
Step 28
Center the text shape to the particles.
把文字形状居中于粒子当中
d75e87a496f536121d4ad8ccd04e47fa.jpg
Step 29
Select the text, then separate the letters by going to “Mesh > Separate”.
选择文字,之后通过 “Mesh > Separate”.拆分字母。
c2b855efb2fbfc2f8dcb6896571a1ce3.jpg
Step 30
Create 6 new “Blinn” materials with the following settings:
新建6个 Blin材质,具体设置如下图:
97ed8914be92499a7e082633a80b8280.jpg
Step 31
Name the 6 Blinn materials as the text letters (Blinn1 = M, Blinn2 = A etc..), and then assign the first one to the letter “M”.
重命名者6个Blin材质,与每个字母一一对应(Blinn1 = M, Blinn2 = A 以此类推..),之后镶嵌第一个材质给字母M。
5621a17f518aefba89116217d3ee0824.jpg
Step 32
Go to frame “66″ and set a key for the “M” material “Transparency” with the color set to “White” or “0″, then go to frame “64″ and set another key whith the color set to “Black” or “1″.
到底66帧,材质M属性编辑器下面的Transparency属性设置为白色或者值为0,右击Set Key,之后到64帧,Transparency设置为黑色或者值为1并右击Set Key。
45efa6920b97a901896ea7f8d046b516.jpg
Step 33
Assign the “A” material for the second letter, then go to frame “54″ and set a key for the “Transparency” with the color set to “White” or “0″, then go to frame “52″ and set another key with the color set to “Black” or “1″.
镶嵌A 材质给第二个字母,后到54帧 给Transparency属性设置为白色或者数值0并且Set Key,之后到第52帧 设置成黑色或者数值1并Set Key。
84267b83cc0dd431f527f47fc6816806.jpg
Step 34
Repeat these steps for the rest of the letters simply by using the following chart:
跟随下面的图标,为剩下的字母重复这些步骤
Material(Letter):材质(字母)
Current Time: 当前帧
White/Transparency: 白色/透明度
Black/Transparency: 黑色/透明度
def2e05511a130252a632dd5d43233dd.jpg
Step 35
Make sure that the default light is turned on from the “Render Settings” and no other light source exists in your scene.
确保在渲染设置中,默认灯光为打开的,且在你的场景中没有其他任何光源。
069c378a1e3b87637b02ec9d6c1da33b.jpg
Step 36
You can now render the scene to video (AVI) or sequenced images (TIFF) from any camera view, and then reverse your animation in any video editing software (Adobe Premiere, After Effects, Sony Vegas, etc).
现在你可以选择任何 摄像机角度 渲染这个场景为视频(AVI)或者图片序列(TIFF),之后在任何视频编辑软件中((Adobe Premiere, After Effects, Sony Vegas,等等)进行反向播放的操作
Notes:
1.Render 1 extra still image at frame 1 and place it at the end of the video in your video editing program to allow the logo to appear for longer.
注意
1.多渲染1张第一帧的图像并在你的视频编辑软件当中把它放于视频最后以使得Logo出现的时间更久一点点。
2.Changing the Volume Axis Field attributes will show a noticeable change in the particles motion, also using other fields will create different cool effects.
2.改变‘体积轴向场’(Volume Axis Field)的属性会对粒子动态产生显而易见的改变,并且使用其他的‘场’(fields)会创造其他有趣的效果
9a8d2a8648975d3554c962f91acea27b.jpg





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沙发
发表于 2013-10-30 02:32:08 |只看该作者
这个文章的内容很不错
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板凳
发表于 2013-10-31 03:17:35 |只看该作者
请多发渲染方面的教程,谢谢了!
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