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每日焦點(diǎn)!MOHO Tutorial 1.5: Animation

This tutorial continues on from the previous three, moving into the animation features ?of Moho. You can either continue on with your project from the previous tutorial, or ?you can use a file that has been created for you - it’s named “Tutorial 1.4” and it’s ?located in the “Tutorials/1 - Basics” subfolder within your custom content folder.?

There are three basic ways to animate objects in Moho:


(相關(guān)資料圖)

? animating an entire layer,?

? using bones to animate parts of an object,?

? animating the individual points on an object These three types can be combined to make very complex animations. This tutorial ?will walk you through all three types of animation.

Open your previous project (or the “Tutorial 1.4” file) in Moho. Make sure all the ?layers are visible by clicking to turn on each layer in the Layers window.

本教程從前三個(gè)繼續(xù),進(jìn)入 Moho 的動(dòng)畫功能。 您可以繼續(xù)上一個(gè)教程中的項(xiàng)目,也可以使用為您創(chuàng)建的文件 - 它名為“Tutorial 1.4”,位于自定義內(nèi)容文件夾中的“Tutorials/1 - Basics”子文件夾中 .

在 Moho 中為對(duì)象設(shè)置動(dòng)畫有三種基本方法:

? 為整個(gè)圖層制作動(dòng)畫,

? 使用骨骼為對(duì)象的某些部分設(shè)置動(dòng)畫,

? 為對(duì)象上的各個(gè)點(diǎn)設(shè)置動(dòng)畫 這三種類型可以組合起來制作非常復(fù)雜的動(dòng)畫。 本教程將引導(dǎo)您完成所有三種類型的動(dòng)畫。

在 Moho 中打開您之前的項(xiàng)目(或“Tutorial 1.4”文件)。 通過單擊打開“圖層”窗口中的每個(gè)圖層,確保所有圖層都可見。

Layer Animation

圖層動(dòng)畫是讓對(duì)象在 Mohoanimation 中四處移動(dòng)的最簡(jiǎn)單方法。 您可以移動(dòng)對(duì)象的方式受到限制,但在某些情況下,這就是您所需要的。 圖層動(dòng)畫移動(dòng)整個(gè)圖層,就好像它是在一塊玻璃上繪制的一樣。

單擊“圖層”窗口中的“云”圖層以將其激活。 接下來,將當(dāng)前時(shí)間設(shè)置為第 72 幀。這是在 Timeline 窗口中完成的。 要設(shè)置時(shí)間,請(qǐng)橫向滾動(dòng)時(shí)間線面板(如有必要),直到在頂部的標(biāo)尺中看到數(shù)字 72。 點(diǎn)擊數(shù)字72,時(shí)間標(biāo)記會(huì)跳到那一幀,如下圖

If you do not see multiple channels in the timeline, you may ?have Moho set to collapse them. Choose Edit > Preferences, and uncheck the “Consolidate timeline channels” option in the ?Options tab. This displays all animation channels in the timeline.

如果您在時(shí)間線中沒有看到多個(gè)通道,您可能將 Moho 設(shè)置為折疊它們。 選擇“編輯”>“首選項(xiàng)”,然后取消選中“選項(xiàng)”選項(xiàng)卡中的“合并時(shí)間線通道”選項(xiàng)。 這將顯示時(shí)間軸中的所有動(dòng)畫通道。

In Moho, an important concept is to learn the importance of ?frame zero. At the far left end of the timeline is a frame marked ?zero. When the time is set to zero, you are in Moho’s creation mode. ?For now, you should only draw, add bones, or create other objects ?at frame zero. When Moho is at any other frame, you are animating ?the objects you have created. As you get more comfortable with ?Moho, you can choose to draw objects at other frames, but for now ?it’s best only to create new objects when the time is set to frame ?zero. You can switch back to frame zero at any time by pressing the ?rewind button, or by clicking on the number 0 in the timeline. For ?now, leave the time at frame 72.

在 Moho 中,一個(gè)重要的概念是學(xué)習(xí)零幀的重要性。 在時(shí)間線的最左端是標(biāo)記為零的幀。 當(dāng)時(shí)間設(shè)置為零時(shí),您處于 Moho 的創(chuàng)建模式。 目前,您應(yīng)該只在零幀處繪制、添加骨骼或創(chuàng)建其他對(duì)象。 當(dāng) Moho 位于任何其他幀時(shí),您正在為您創(chuàng)建的對(duì)象設(shè)置動(dòng)畫。 隨著您對(duì) Moho 越來越熟悉,您可以選擇在其他幀處繪制對(duì)象,但目前最好僅在時(shí)間設(shè)置為零幀時(shí)創(chuàng)建新對(duì)象。 您可以隨時(shí)通過按下倒帶按鈕或單擊時(shí)間軸中的數(shù)字 0 切換回零幀。 現(xiàn)在,將時(shí)間留在第 72 幀。

Select the Transform Layer tool from the toolbar從工具欄中選擇變換圖層工具。

Click and drag to the right in the working area to move the cloud layer to ?the right. You can press the Shift key, if desired, to constrain the movement to a ?straight line.:在工作區(qū)域中單擊并向右拖動(dòng),將云層向右移動(dòng)。 如果需要,您可以按 Shift 鍵將移動(dòng)限制為直線。:

Notice that a marker appeared in the timeline at frame 72. (You may have to scroll ?downwards to see the marker.) This marker represents a keyframe - a point in time ?at which the layer has been given a position. There are several animation channels ?displayed in the Timeline panel. This keyframe appeared in the Layer Translation ?channel, because that’s what type of action you just performed - you translated ?(moved) a layer.

請(qǐng)注意,時(shí)間線中的第 72 幀出現(xiàn)了一個(gè)標(biāo)記。(您可能必須向下滾動(dòng)才能看到該標(biāo)記。)該標(biāo)記表示一個(gè)關(guān)鍵幀 - 一個(gè)時(shí)間點(diǎn),在該時(shí)間點(diǎn)上已為圖層指定了一個(gè)位置。 “時(shí)間軸”面板中顯示了多個(gè)動(dòng)畫通道。 這個(gè)關(guān)鍵幀出現(xiàn)在圖層翻譯通道中,因?yàn)檫@就是您剛剛執(zhí)行的操作類型 - 您翻譯(移動(dòng))了一個(gè)圖層。

Try out the animation so far: press the play button at the bottom-left of the main ?window. The animation loops when it reaches the end (in this case frame 240). When ?you’ve seen enough, press the stop button.?

If you prefer, you can shorten the length of the animation to 72 frames, so that it will ?loop back to the beginning once it reaches the last keyframe. Simply change the ?total number of frames to 72 as shown below.

試用目前的動(dòng)畫:按下主窗口左下角的播放按鈕。 動(dòng)畫在到達(dá)結(jié)尾時(shí)循環(huán)播放(在本例中為第 240 幀)。 當(dāng)你看夠了,按下停止按鈕。

如果您愿意,可以將動(dòng)畫的長(zhǎng)度縮短到 72 幀,這樣一旦到達(dá)最后一個(gè)關(guān)鍵幀,它就會(huì)循環(huán)回到開頭。 只需將總幀數(shù)更改為 72,如下所示。

Bone animation uses skeleton structures to move an object around. You got a good ?feel for how bones work in the previous tutorial when you used the Manipulate Bones ?tool. When animating bones you use very similar tools.?

Activate the Skeleton layer by clicking its entry in the Layer panel.

骨骼動(dòng)畫使用骨架結(jié)構(gòu)來移動(dòng)對(duì)象。 當(dāng)您使用“操縱骨骼”工具時(shí),您對(duì)上一教程中骨骼的工作原理有了很好的了解。 為骨骼設(shè)置動(dòng)畫時(shí),您使用非常相似的工具。

通過單擊圖層面板中的條目來激活骨架圖層。

Set the time to frame 12 by clicking the number 12 in the Timeline window. (You may ?have to scroll the Timeline window before you can see the number 12.)?

Now, pick the Manipulate Bones tool in the toolbar. Click and drag the ?bones in Frank’s legs until they are positioned as shown below:

通過單擊時(shí)間軸窗口中的數(shù)字 12 將時(shí)間設(shè)置為第 12 幀。 (您可能需要滾動(dòng)時(shí)間軸窗口才能看到數(shù)字 12。)

現(xiàn)在,選擇工具欄中的操縱骨骼工具。 單擊并拖動(dòng) Frank 腿中的骨骼,直到它們的位置如下所示:

Note that the Manipulate Bones tool works differently at frame 12 than it did at ?frame 0 in the previous tutorial. At frame 0, this tool is used to test a bone system, and ?doesn’t permanently modify the bones. However, when you are animating bones ?(at any frame other than 0), the bones do hold their new position.?

Next, pick the Transform Bone tool. Click on Frank’s spine bone and drag it ?downwards a bit:

請(qǐng)注意,操縱骨骼工具在第 12 幀的工作方式與在上一教程中在第 0 幀的工作方式不同。 在第 0 幀,此工具用于測(cè)試骨骼系統(tǒng),不會(huì)永久修改骨骼。 但是,當(dāng)您為骨骼設(shè)置動(dòng)畫時(shí)(在 0 以外的任何幀),骨骼確實(shí)會(huì)保持其新位置。

接下來,選擇變換骨骼工具。 單擊 Frank 的脊椎骨并將其向下拖動(dòng)一點(diǎn):

To transform the bone, drag from the bottom control point on ?the bone. For more information about the control points in the ?Transform Bone tool, see “Transform Bone” on page 92 in your ?Moho Users Manual.

要變換骨骼,請(qǐng)從骨骼上的底部控制點(diǎn)拖動(dòng)。 有關(guān)變換骨骼工具中控制點(diǎn)的更多信息,請(qǐng)參閱 Moho 用戶手冊(cè)中第 92 頁(yè)的“變換骨骼”。

Next, set the time to frame 24 and choose the Bone > Reset All Bones menu ?command. Press the play button to watch your animation, and press stop when ?you’re done.

接下來,將時(shí)間設(shè)置為第 24 幀并選擇“骨骼”>“重置所有骨骼”菜單命令。 按播放按鈕觀看動(dòng)畫,完成后按停止。

When you played back the animation, you probably noticed that after frame 24, ?Frank doesn’t move any more. You could add more keyframes by setting the time?to some later frame and moving Frank’s bones some more, but let’s try out Moho’s ?animation looping feature.?

In the timeline, you should see a group of keyframes at frame 24. These keys ?represent bone movement (the spine bone moving up and down) and bone ?rotation (the bending legs). Drag a rectangle around these keyframes to select ?them:

當(dāng)您回放動(dòng)畫時(shí),您可能注意到在第 24 幀之后,弗蘭克不再移動(dòng)。 您可以通過將時(shí)間設(shè)置為稍后的幀并進(jìn)一步移動(dòng) Frank 的骨骼來添加更多關(guān)鍵幀,但讓我們嘗試一下 Moho 的動(dòng)畫循環(huán)功能。

在時(shí)間軸中,您應(yīng)該在第 24 幀處看到一組關(guān)鍵幀。這些關(guān)鍵幀代表骨骼運(yùn)動(dòng)(脊柱骨骼上下移動(dòng))和骨骼旋轉(zhuǎn)(彎曲的腿)。 在這些關(guān)鍵幀周圍拖動(dòng)一個(gè)矩形以選擇它們:

Next, right-click on one of these selected keys. A popup menu will appear. Select ?“Cycle...” from the popup menu.接下來,右鍵單擊這些選定的鍵之一。 將出現(xiàn)一個(gè)彈出菜單。 從彈出菜單中選擇“循環(huán)...”。

What you’re telling Moho is that you want these keys to cycle back to an earlier ?point in the timeline. A dialog will appear asking you what frame to cycle back to - ?enter the settings shown below. You’re telling Moho that on this keyframe, the bone ?movement should cycle back to frame 1.

您告訴 Moho 的是您希望這些鍵循環(huán)回到時(shí)間線中的較早點(diǎn)。 將出現(xiàn)一個(gè)對(duì)話框,詢問您要循環(huán)回到哪個(gè)幀 - 輸入如下所示的設(shè)置。 你告訴 Moho 在這個(gè)關(guān)鍵幀上,骨骼運(yùn)動(dòng)應(yīng)該循環(huán)回到第 1 幀。

Close the Keyframe dialog and press the play button to see the difference. An ?animation channel with cycling turned on will repeat its animation over and over ?indefinitely. Typically this would be used for some kind of background element, not ?a foreground character like Frank, but it’s a great time saver. In the timeline you can ?see an indication of the cycling in the bone channels:關(guān)閉關(guān)鍵幀對(duì)話框并按下播放按鈕查看差異。 開啟循環(huán)的動(dòng)畫通道將無限期地重復(fù)其動(dòng)畫。 通常這將用于某種背景元素,而不是像 Frank 這樣的前景角色,但它可以節(jié)省大量時(shí)間。 在時(shí)間線中,您可以看到骨骼通道中的循環(huán)指示:

標(biāo)簽: FRANK Moho TIMELINE 骨骼動(dòng)畫 WHEN CHANN

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