Blender_車rig紀錄
操作與設置構想
在blender做車rig前先看看過去在max 車rig的紀錄:
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操作設置構想圖
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整體控制、四輪的轉動與前輪轉向
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車左右傾斜跟前翹、物件受動態影響前後左右挪移
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車蓋車門可以打開
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車尾旗幟的自然甩動部分,雖然即時算bone目前還沒有或我沒找到,但有替代方案,當所有動態設置好再使用該外掛,使用教學影片及Addon下載:
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*這次不處理旗幟,以後如果有即時算Bone的功能再說。
測試紀錄
所需的技術或可能發生的狀況盡量在前期先測試解決,max的reactor範例如何在blender操作也是課題之一,經測試才知道用mesh物件設constraint、連結會有問題…都要用bone來做。
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以下為基礎概念:
- bone = 控制器
- 建立bone、連結bone:edit mode進行
- 設constraint、連結物件、替換控制器shape:pose mode進行
控制器shape將以max script做出來的shape擷取部分並小調整來使用,置入場景後移至不同的物件分層並隱藏(bone同樣分不同物件分層以利控管),後面步驟再顯示。
constraint以transformation為主,首先選取下方方塊>>Add transformation >>Terget指定控制物去點選上方的方塊,source預設的Loc意指指定物的移動為控制來源(選Rot則是旋轉,Scale為大小)、指定物的x軸移動(-1=左-方向)來作為影響物的x軸移動、Space皆為Local Space(自身座標):
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*有些圖壓縮太多導致顏色跑掉,上方的藍色=灰色,下方的粉=橘色
左移藍色方塊(控制器),粉色方塊跟著移動;
藍方塊再往左移動粉方塊則不動(不會超過x軸-1),
兩者min值為互應關係。
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若兩方塊的max值皆為-1時,設置就會失敗…
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兩方塊的min max值個別輸入:-1,1,左右移動ok
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min為1 max為-1則失敗,大致上可以理解成:
負值在min,正值在max,設置才會正確。
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嘗試看看藍方塊移動<->粉方塊旋轉吧!注意對應軸向
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總算要進入rig流程了…
建立bone
第一根建立出來後接下來的bone建立都在edit mode進行,於edit mode將頂轉向前。
*X-Ray勾選Bone可不受物件擋住顯現出來:
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先做車輪的Bone,選車輪後按Shift + S指定3D游標(3D游標的功用有點像是對齊,建立物件的位置以3D游標為準。)
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選Bone按tab進入edit_mode>> Shift+A=新增Bone,建立在3D游標處, 讓他轉向y軸90度。 |
Shift+S也能設置物件的點線面上, 將3D游標對齊至選取點, 同樣選擇Cursor_to_Selected。 |
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建立車頂上的三個物件、四輪的轉動與前輪轉向、
車蓋車門可以打開、左右傾斜用等Bone…
*方向除非像輪胎車門等有軸向需求外,一律都往前。
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層級連結
選取第一根建立用於整體控制的Bone,按兩次A選取所有的Bone後(A=取消選取/全選)將全部Bone連結給整體控制的Bone,按Ctrl + P >> Keep Offset 。
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接續細節的連結設置,
前輪轉動用Bone >>連結 轉向用Bone;
車頂最上層物件Bone >>連結 第二件 >>連結 第三件Bone。
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測試看看連結是否正確:
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車要受Bone影響,車體物件必須做連結(物件要連結Bone前,Bone須處於pose mode)先全選車體物件再連結整體控制Bone,接著做細節連結如車頂三物件依序連對應Bone、車蓋車門車輪等…如圖紅標指示。
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選子物件(車子物件)再選母物件(Bone)>> Ctrl + P選Bone。這是blender的操作概念之一:最後一個選取到的就是母物件,任何連結或複製modifiers等皆通用。
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Bone都轉看看是否有連對,車蓋車門是否能開等等。確認無誤後我希望能用控制器以移動方式來旋轉物件,如車蓋前方有個上下移動就掀開的控制器、車門有前後移動就能開門的控制器、左右移動就能左右傾斜車體的控制器。將3D游標先對齊最上方物件Bone後再以參數方式移至上方高一點的位置,然後選Bone以edit mode來建立,其他同理:
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為了後續更換控制器shape讓頭都向前, 與世界座標統一會讓shape方向好辨識些。
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控制器Bone往前90度:按R>>X>>90- |
Constraint
Bone跟控制用Bone都有了來設置constraint,首先是車輪。在Add Bone Constraint中選擇添加Transformation >> Target去點選Bone >> bone欄位選擇或貼上名稱,建議先拷貝該Bone名稱再來貼上 >> Source的移動旋轉還是大小、min max值為何 >> 相對應的XYZ為何 >> 自身被影響的是移動旋轉還是大小、min max值為何 >> Space 兩欄皆為Local Space…
*Armature可以視為所有Bone的Group群組,所以Targe指定後需再指定是哪一根Bone
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測試後發現車輪轉30度就沒再轉,要勾選Exprapolate讓車輪持續轉動:
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前輪好了後輪也要,一個一個這樣設太累,先選子物件(後輪)再選母物件(已設置好的前輪),按空白鍵啟動搜尋,輸入copy con後在下方會出現我們要的:Copy Constraints to Selected Bones,完成複製!複製功能請好好善用,後續會常用到(複製再調細項)。
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其他設置:
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車頂上的控制器由於連結錯誤導致失敗,
將連結修正連至整體控制控制器(第一根建立的Bone)即可。
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Mirror Bone
複製另一邊的Bone與控制器,先確定3D游標在世界中心點,再來選取複製Shift + D >> Enter確認 >> Ctrl + M(mirror) >>X(選擇鏡射軸向)>> 發現沒設複製軸心為3D游標所以Esc取消 >> 選軸心為3D游標 >> Ctrl + M(mirror) >>X(選擇鏡射軸向) >> Enter確認
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Bone的連結調整,除了車體右傾斜以及前輪轉動外的Bone,皆連結至車體左傾斜Bone;左傾斜Bone連結右傾斜。
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每次一設置好都稍微確認一下是否正確,左右傾斜沒問題後再接續下一步驟。
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設置好控制器後左右移動看看是否正確,接著進行細節設置:讓車頂物件因傾斜而有些位移:
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當車往前往後也來做一下物件位移吧!設置如下:

Hook
檢查時發現綁帶被穿過,來解決這個問題。

先選方塊 >> 選綁帶 >> edit mode選取方塊要影響的範圍 >> Ctrl + H 選Hook to Selected Object來綁定方塊 = 選取範圍被方塊影響。第二個方塊同步驟:
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測試看看: |
修改添加
這個時候突然要加上車體前翹也可以的(當然建議設置盡量一次做好),軸心以後輪著地點為主,Shift + B = 局部放大 ,tab進入edit mode選著地點 >> Shift + S 定位3D游標…相信到這裡肯定熟悉許多熱鍵了!繼續下去…
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直接在X欄輸入0讓3D游標置中 >> 新增Bone: |
這次連結是右傾斜去連剛新增的前翹Bone,前翹再連整體控制Bone…希望你還堅持著且順利rigging!
讓前翹也可以用移動來做操控,共用控制前輪轉向的控制器。設置後測試會發現控制器往上後取消無法歸位,有點類似車頂上控制器的情況,解法相同,將控制器連結至整體控制即可。

控制器shape
前面的控制器shape總算要派上用場了!讓他們顯示出來。選取整體控制Bone後在Custom Shape去點選你要的shape:


沒有前後箭頭的shape? |
複製並於edit_mode全選轉向再指定他就好了。 |
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Stretch
如果想要有點stretch效果呢?新增一Lattice物件。Lattice像是max的影響空間,參數u4v5w4(輸入好按tab進入下一欄繼續輸入)

於Shape keys新增三個,第一個是原始shape key可無視,另外兩個則是預計要壓扁(key1)與伸縮(key2)的shape,點選後按tab進edit mode 依序做出壓扁與伸縮的形狀。*讓3D游標置中(Shift + C)>>Pivol Point選3D游標為中心。

車體要受到變形影響則需Add Modifier >> Lattice,先隨便選個車體物件例旗幟,添加modifier(同樣叫做Lattice)指定Object,點選Lattice物件。

全選車體物件後按住Ctrl + L >>Modifiers ,直接完成所有物件的Modifiers添加(反過來說如果要所有物件Modifiers刪除則是選擇"沒有Modifiers的物件"再全選物件執行Make Links>>Modifiers)

調看看key1 or key2當中的Value參數看看是否車體有Stretch效果:

無誤後接續下一步驟:Value設置控制器,在該欄位處按右鍵 >> Add Driver >> Manually Create Later(Single)

找個視窗切換成Graph Editor,將Expr改為key1代數,再指定Object以及Bone(與車頂上的控制器共用吧!),Z Location還有Local Space也別忘記了。


key2同上操作,但在Expr代數輸入欄中是"-key2"(反向)

下載
附上原始檔案僅供研究測試使用>>> car_rig.blend ,如有誤或更適合的做法還請告訴我。