粉丝7542获赞8.1万

嗯,大家好,我是娜娜,这节课给大家讲一下玛雅的文件管理,我们以后在制作项目的过程中,可能一个项目是有很多人共同完成的,然后我们这个项目里边会包含很多的素材,包括模型、贴图、参考,然后声音, 然后等等的一些文件,这些文件你要是随便去放的话,整合在一起就会比较难以管理。文件下面有一个项目窗口,然后你点击打开的话,他会 有一个当前的一个项目,现在这个是玛雅默认的一个项目,我们创建的一个项目里边包含了一个场景呀,模板、图像、原图像,然后各种文件夹,我们会把我们 整个项目中所用到的这些东西给他分类放在不同的文件夹里面,这样我这个文件夹就会非常方便我们去管理。这个是玛雅默认的,然后我想新建一个的话,我就点击这个新建,然后随便选一下我的这个文件夹,我选择,然后我念个名字, 然后我点击接受,这样的话在我的项目窗口现在就变成了我现在当前的这个文件。如果我所有的一些场景啊、图片啊,如果个人的去制作的话,你自己做作品的话,可能是用不到这么多的文件呢?大家知道有这么一个项目文件就行。 之后如果大家去公司制作一些项目,大家合作完成的一些东西的时候,他要知道怎么去管理我们的这个文件,现在我取消一下,我把这个文件打开,上节课也捉了一下我们的玛雅的一些非常基本的操作,是吧? 我要对我这个文件怎么去管理?我辛辛苦苦制作出来的一个 box, 是吧?怎么去保存我当前的这个文件?然后还是在我们菜单栏的文件下面啊?有一个保存场景,然后你点击一下看,自动识别我这个场景, ss 就是场景的意思,我可以命个名 box 零一,然后我另存为,因为 我们当前是一次保存的一个一个文件,我点击保存的话,他都会是另存为,然后我现在在对这个模型进行一些编辑,然后我再保存一下,现在就不是跟我们刚才出现的那个另存为了。如果你想要再另存一下的话,我们这边场景另存为,现在我是可以保存为零二的。 然后如果我这个文件想要重新打开一下怎么办?文件下面有个新建场景,我先把我这个场景新建一下,先先铺保存,然后新建一下,这个就是我相当于刚打开玛雅式的一个状态文件,我打开我的一个场景,看到没?我有两个文件,我随便打开 打开,这就是我刚才保存的那个场景,然后我们的这些保存,然后新建,然后还有一些打开另存,我们都有一个快捷键,然后新建场景就是 ctrl n, 打开场景就是 ctrl o 保存场景 ctrl 加 s, 然后场景另存为 ctrl shift 加 s, 然后我们的这些场景也是可以直接导入的,看到没?我也可以直接,刚才是 box 零一有,比如说 box 零二保存一下,我,我导入现在这个场景,你看他是两个,因为零一跟零二是一样的,我把零一导入进来,现在他就是两个场景合并成了一个场景, 这样子我们就可以对我们整个文件进行一些管理,还有一些就是我们的这些场景可能要会跟其他的一些软件进行一些对接,这样子怎么办?我刚才是使用了一个导入,我现在也可以把我这个模型导出,导出全部, 不选择的话它也是可以导出导出全部的,然后你可以导出一个玛雅的一个文件,然后我也可以导出一个其他的一些格式的一个文件,比如说下面有特别多的一些格式,文件的类型,下面有非常多的格式,最常用的一些格式就是我们的 o b g 格式,还有我们的 fbs 格式,然后我导出一个 fbx 格式,我导出全部,然后我现在把这块把这个移动走之后,我可以再导入进来,导入, 然后可以把我这个文件导入导入进来,因为我们导出的这个格式,这个是我们可以当导出当前的选择,我现在只选择这两个,我可以导出当前选择。我现在导出的这些格式是一个 obg 的一个格式, 这个是所有的一个三维软件都通用的一个格式,如果我想要跟其他的一些软件进行对接的话, 就可以导出这些格式。如果我导出我的玛雅的一个格式的话,我就只能用玛雅去打开这个文件,但是我导出了 fbx 或者 obg 的文件,我可以把这些模型导入到其他的软件进行一些对接。这节课就先讲到这里,就是一些文件的管理 保存,打开啊新建场景,还有一些导入导出的一些命令,希望大家理解一下,我们下节课继续。

是三米长,是不是有个三个大眉毛?拿下来他一定要一点五,对不对?一点五 一半。所以呢?我们这边就写个表达式 copy 过来粘贴一下,等一下,对,就是挪挪挪,对,挪这个中心点对不对?然后 你们直接看这个零,这是错的啊?不要这样做,一样把这个通道伤干净,这样绿的话就是他又回来了,对不对? 就是十十六点五的时候他都会报错,这十七点五的话就不报错了,那它 c 算除以个二对不对? 你看他是不是提块过来了?那么到时候我们这就是修改他的长度的时候,他,他不会变到这个中心点,不会那个啥走了,知道吧?

呃,大家好,这里是黑盒艺术,我是于建辉。今天咱们讲一下动态模拟日记的一个应用,以及布料笔刷相关的用法。打开这个模型,我们先复制一个, 我们给他分下组, 你给他删掉一部分。 当我们把 模型稍微膨胀一点 啊,用移动笔刷调整一下, 调整出衣服的大型。 你可以用 jerry my sir 重新给他布线一下。 好,这样我们就得到了一个衣服的大型。 我们打开动态模拟, 把碰撞体积打开,把仿真迭代改到五百。把自碰撞打开, 膨胀参数调低一些。呃,这里我们把动态细分打开,然后点击运行往 那。这个就是布料解散则产生的这个效果。这里出现了一些褶皱。呃,我们可以接着用这个布料笔刷对它进行调整。好的,我们看一下。 那这些就是布料笔刷一开头的这些。 后面增加的这些,我们可以逐个尝试一下。我们先看一下第一个。呃,我们看图标就可以看出来,它可以实现一些就覆盖在球体上 下面的这些效果啊。我们可以试一下,看一下 这样的效果。呃,接着看下面的还有第二个。呃,它可以实现一些料扭结在一起的这种效果。 呃,接着看这个笔刷。我们看一下。啊,这个可以移动他的方向,产生一些这种呃料的褶皱预计的这种效果。 呃,这个跟刚才第一个布料笔刷差不多啊,只不过他是这个布料包裹的,这种感觉更强一些。 这种笔刷就是跟移动笔刷差不多,我们可以通过移动来产生一些这样的褶皱。 啊。这个笔刷看一下。我们可以看这个图标,其实都能看见他这个笔刷这个效果。呃,他可以模拟出那种,就是比如 床单铺在床上那种扭曲不平的这种效果 啊。比如这个笔刷,我们看这个图标也可以看出来,它可以产生一些布料扭结的这种效果 啊。那这个笔刷呢?是这个模拟风吹布料的这个效果,比如说我们风从这个方向吹过来, 呃,这块呢,就紧贴着身体,就会把这个布料吹的鼓起来,是这样的一个效果。 好的,那这就是他布料笔 笔刷的一个应用。呃,关于这些笔刷呢,大家可以自己尝试一下。呃,看看哪些笔刷比较合用。 如果对知识点有什么疑问,可以加我们的交流群,会有人为你解答。 我个人觉得这个 z bros 的动态模拟,呃,做一些简单的布料模拟还是挺方便的。如果要是做复杂布料模拟的话,还是 md 效果会好一些。 如果想学习更多测试在技术美术方面的知识,可以加我们的交流群,大家一起交流学习。 这个就是 zbox 动态模拟以及布料笔刷的应用。好的,谢谢大家。点赞关注,不迷路。

all right welcome so i've had a few people asked me how i did this animation look in on the verse, because it looked so great and i wanted to show you it's actually really simple so what i've got here is it's got a scene it's animated by jody pros it's really really great animation and using the rig from eye animate so really nice to them to do that and they share the file for me and so first thing you want to do if you want to get going is you want to help you see install omivers in the beta you can get in exchange tab here and there's a whole bunch of stuff to load what we're going to use today is obviously the connector for maya, i'd recommend getting the cash one as well because it just helps if you're going back in your scenes and stuff that makes it quicker and create create was the thing that we actually rendered it out and look at it in so those are really all you need that there's a bunch more you can get of course there's tons coming and the bait is pretty cool, but definitely pick those up once you've installed the connector and you go into maya you'll see a little omniverse menu here and it's really a simple as basically the problem at this point is we need to turn this scene into a usd file and there's a lot more you can do with it connected to different people and all that stuff but in this scenario of just trying to get a playblast to look cool, we want to make our scene a usd file so you can see i've already made a few of these, but just to do the process again if i was to do you know whatever, we want to call this test and you want to make sure you have different settings here in this case because we're bringing out our animation you can do different things here but properly totally fine i'm gonna hit export all i obviously it's very much like my you can do as you would expect export different things use the animation the frame range from one and three eighteen up that's right and materials i'm gonna keep and i'm gonna actually keep my cameras so i don't have any lights in this team but i do have a shot camera and so i'm going to hit go after i yeah i think that's all i need to do so pretty straightforward i hit export and what'll happen is it starts converting that to usdfa right so as that's doing that we can actually jump in to create it doesn't take too long it's just gonna crank through it and honestly this is something that you have to do once and then once you create it's fast if you're working with my and you already got the usd plug in installed you know do i just save as usd so once we've converted that sucker over we're going to end up going into crate and here we go so in the launcher under the library tab create a hit launch and it's as simple as that and it's going to load up and all the way we're going to try to do is take that play blast one and turn it into looking something like this looks pretty darn awesome and when you see how easy says you're gonna always want to do this with your playglass so let's close that up creates launching here and as i said in that launcher tab there's a bunch of stuff you can get you can experiment with different ones view is really nice got some nice view for architectural, stuff and skies and things i was playing with minecraft with my kids you can convert and load minecraft anyway, getting distracted let's go get in here and show you what we're doing so we're in create pretty straightforward canvas here what i'm going to do is get a news stage from template and i'm going to pick one of these and it makes it super simple so i'm going to pick cloudy day and really all that does is it just sets you up with a skydom right and so you've got a nice skydome of a city this case this city is not really gonna work for our dog shot if you remember in maya, the dog was sitting on a green ground there so if we go here and in the dome skydom late you can pick a different file path or you can browse over here if you'd rather but i'm just gonna go here because it's simple file i'm gonna pick my local host don't connect anything here in video brings you a bunch of examples which is really cool and so under assets skies there's a whole bunch a ton of them right you can go into different studios and storms and all the rest of it for us i'm just gonna take something simple and clear and grassy this one kind of looks like an interesting one let's try that yeah that'll work fun so we're just gonna pop chase into this now you can see there's a gray square here which we don't necessarily need so yeah there's a ground cube i'm just gonna kill that i don't need that i don't need to distantly that really just need this guide them and it's all set up for me nice and easy so at this point we're ready to go it's just like maya what we're gonna do is we're gonna add a reference like you would with bring it in and the nice way to doing this is if i add my reference and my dog tutorial here here he is and if i bring him in right or no it's this one if i add the dog in the new one that we just exported what you're gonna get is basically because it's a reference i can tune stuff and i can grab my dude here and frame in so you can actually see them you can tune different things like textures lights, whatever and the reference will just stay there and if you need to for instance update your animation all you need to do is go into maya change your animation save it as your usd file and when you come back in here and you hit reopen will be ready so actually let's hit save and we'll call this call this some things so it makes sense right, so we'll just call this dog tutorial hit save and i already made made one so it's like are you sure you want to do that and yep we do and so now the next time i just have to hit reopen and it will update the usd file and through the reference and we're good to go now the next thing you'll notice is chase is plaque i did this with some different examples from like turboscoating, etc and the doors works fine in this particular case it didn't bring in the path to the texture so if i click this little guy and get the orange one and click again i'll select by object mode so this is kind of like the whole world and this is object mode and on chase if i hit the little shader ball what i'll notice is that this texture path is not pointing to the right one it's as simple as that so if i go into my computer and i think a bookmarked here roughly dog played at there we go and if i pick the color map now he's looking pretty good right and you'll notice that like his collar and stuff aren't and if i scroll down here there's yeah there's a different ones here so simple as that so going to i folder color map and just because i had a bunch of these all on different bits like his collar etc i just have to re point them map i'm sure there's a better way to do that again i'm learning along with you so if you guys have tips and and know more by all means share but that's as simple as that so chase is looking pretty good already and now we want to get into the fun stuff so if i hit play he's obviously moving and doing this thing and you'll notice that the timeline thing will just hide and unhide depending where your mouse is so that's cool the other thing i notice is because they brought in as a reference it doesn't update the timeline to the end because the world itself where he had a timeline so i'm just gonna type in my time length here and i'm good to go with that so there you go there's this whole shot the next thing i'm gonna do is probably start lighting him right because i think we're good to go and the lighting is honestly it's really simple so if i switch this to path traced already the skydome is gonna be doing a bunch of cool stuff and there's my shot camera so let's bring in a couple lights just to make it a bit more interesting right because he's walking around doing his thing, but you know it's kind of flat right and so if i i go and i create a disc light it's going to make this gigantic disc light for us i'm just going to bring it over here and bring it around and sort of give them a bit of an upload effect going on maybe make this a little bit smaller something like that so he's got his uplight and then just so we can see obviously this is a bit nuts, so let's make it blue or something so we can really see it right super blue sure and maybe take this down to something more reasonable like three thousand or something like that so now we get blue and right, but now already you're in this scenario of maybe you want to start lighting from the oxygen camera so you can see what you're doing i'm just gonna call it some blue because we're gonna give him not just one like because it's gonna not look super good if it's just flat, so let's just duplicate this and sort of give him and control d to duplicate by the way and i'm just gonna move this one over oh my yeah w for move and e for rotate and all that fun stuff but what i'm gonna do is gonna give him a bit more of a you know cartoony kind of studio fun lighting so let's give him sort of a down light maybe here, maybe make this one a little bit bigger just so we can see it let's make it like bright pink and then let's switch to the camera here and see what it looks like now right away you're going to notice it's kind of blurry this kind of freaked me out the first time i did too right now in the beta, you have to go in here and dial in your focal distance kinda neat, so actually let's change this back to real time so, so we can see it faster but even in real time you can mess with things like lenses right, so here's a focal length and if you know about your cameras it's a distance to a sphere of focus right, so i'm going to bring that out, but you can mess with like how sharp the background and the drop off of all that stuff is which is pretty crazy right, so that's not bad but you're gonna notice if you think so one obviously the lighting is crazy bright and everything we can tune that but two he's shiny and three like this color's speckled and so there's a few things we want to just tweak a little bit so let's get in on chase himself and let's start with that color because what i talked about so you can rather in smoothing stuff in maya and doing all that so if you look here in maya you can see chase is pretty low rest and i did that for animating and that's totally fine like scrubbing around and stuff, but you probably want to uprise him so rather than doing the smooth groups and everything here and let's just close mine because we don't need it anymore you can do that all here so you can grab this collar and scroll down just a little bit and there's a refinement tab turn that on and let's just make it a subdieve the capital clark and already it's nice and smooth and if you want it to go crazy you could turn that up to a one and similarly the chase is already looking pretty decent because he's got the captain clark going on, but if i just turn that on it just looks a little bit nicer, so let's do that yeah make chase look cool, okay, super simple we're ready to do our lighting obviously he's shiny, so if you click on him click on this ball takes you to your shader and you might want to you know crank up the roughness a little bit, so that it's not so super shine, right, so let's try like a point eight or something like that where it's a bit more soft and a specular of course will influence that as well and then the last thing i'll show you is a couple little tricks here, so on the rtx settings i'm just going to hit reset, so it's the way it is when you get it okay, so it's all reset i'm on real time right real time this is really quick but if i go into my lighting and the first thing i'm going to do is i'm going to say use my dome light and that's using your actual skydom light right, so that's it's been optimized for speed there's something that you want to turn on if you're using your skydom you can see the difference in the lighting already is quite drastic i don't have anything reflective, so there's no point putting in reflections, but you can the other thing here is the max roughness so again it clamps out for speed if i put this up to fully mine, as well, it is so fast it doesn't matter anyway, that's something that i like to make sure you do and the other thing you can do here is costics and translut i don't have any other stuff in this scene, but you can mess with for instance like turning on the gi here, so you can see almost no difference it's really sort of super subtle, but there is some bounce and fill going on so you can turn that on it's i can't hit so fast it doesn't matter so much will keep the quality up and by default there's ambient light and in this case, i'm just gonna turn it down because you know do i want ammune light or not it's up to you and so you can hit these little blue buttons if you want to reset that so something to be aware of sometimes you want that on sometimes you don't in this case, i'm gonna just gonna turn it to zero because i'm just gonna light it myself and make it look good okay, so he's probably looking pretty decent already, so if we go back to the camera and again if you switch back and forth, so this is path traced right fully crazy render and if i hit play it'll drop down a little bit and it's doing some cool, ai denoising and stuff but when you let it go it just settles in really nice and my focus distance obviously a little soft there, but looks pretty cool but the crazy thing for me is the real time is just as fast and shots like this and muscle just keep it there and it renders super quick really fast the last thing i didn't do on my real time one is you'll notice a couple little spots and a little tiny differences from from the patrick's ones so if you take this enabled sampled light and turn it on it'll use that same sort of thing and look at that just cleans it right up and it's super nice and again this is real time like you can scrub and play and they get good to go so i mean other than just changing the light, color now and making it look a little better we're already done, so that's pretty cool i you know my disc blue let's make it an orange or something just to come you know contrast the blue so you can do some pretty crazy stuff here right like if we make it really thanks orange and you get some something cool going on there you can take your blue one and you know crank it up a little bit you do whatever you like right so i'm like i get too carried away there the other thing i wanted to show you though just while you're here and you're looking is some stuff i still stumbled on so under this local host that comes with it under in video remember we showed you the skies but rapis i i saw a vegetation as i hang on what's vegetation and so i'm just gonna pop back to my perspective camera so we can move around a little bit and check this out this is where it gets crazy so if i load up my shrubs and stuff like ah okay there's trees and palm trees i'm not really gonna work for this scene but maybe i don't want just a pure green cartoon background like it was fine for a playblast but you know with the background maybe i can do something cool here so if i pick in the shrubs here something that matches this i don't know maybe let's check this guy and he just drag it in and immediately it's there, it's crazy and you can see it's lying on its side it's massive and so lying on its side got a rotary around x so let's do minus ninety there we go and just shrinking a little bit it's kind of crazy bring them in and so there's obviously you can do this and bring in whatever you want you can use your own stuff you got stuff from somewhere else that's totally fine but they've given you a bunch of examples all right, so muscle make use of them and by the way they look fantastic so like that grass fine whatever, if i grab this back to world space i can select the grass control d right just or duplicate like maya move it over here and make me make a smaller one you know and it's like my you can you can grab both of these guys right, so i have two of them i can grab them both control d and i get now i got four right and like you can do all that stuff right, so that grass is cool that i don't know let's grab this when you want to fall in short one this tufty stuff kind of looks short so let's grab a short one drop it in whoa that's pretty cool and you'll notice that it is massive and again it's just different scales this particular one here and you can see this thing when i want to show you here is that he's pretty big for grass right but if we put him behind chase and we look through the camera here you notice how soft it's looking because obviously if i bring it closer it's in focus and it drops out of focus because of that focal distance that we did right and like this is just moving it i'm not not doing anything it's just crazy how good this looks so you can position this stuff put it where you want and obviously i don't want to kill it silhouette but put it where you want and then dial in your focus to get it the way you'd like right so on the camera there's these two settings your f stop which will help you on the sort of the bumpers here right and the actual focus distance of where i'm focusing so if you can think of this as sort of the fall off and the other one as sort of exactly where you're focused to so you can you can really dial and see those plants are really soft but as chase sort of steps forward he's looking too soft because now he's he's these beyond that range right so you can dial that in what you like so that's cool last thing i'm going to show you quickly and then we'll do the cooking show thing where we jump and show you the final result is now that i've got grass and everything this plane is starting to look not super grid so materials here there's a base obviously you can do this in substance or whatever you want but what i found is there's a bunch of material already here so i was just exploring and i found a bunch of carpets and i'm like okay well, i could make a plane here plane and it's literally on top of the green one so let's just move it up slightly point on two and so my plane here i could make it you know whatever in these carpets but this forest one kind of jumped out of me obviously so if i just drag that and drop it on the plane it's going to pop in the forest and then you can see that my other plane is still showing up so you can go in here and the eyeball just hide it quickly now my forest plane that i just brought in this forest color is obviously just a little bit off so you can you can mess with how much this elbito adds to it and you can mess with either of these colors you can tint it here for instance and like start making it more yellow and whatever you like obviously if i sort of dial it in you can do that and then turn down the ad and really sort of tune it to where you want now this is obviously a little bit too brown whatever, but my point here is definitely explore a little bit there's a lot of cool stuff in here and so what i'm going to do is jump to the one that i had opened before let's just hit save so that we can come back if we want to, but if i look at how i sort of tune it up and watch it quickly slow it's like boom we're in done oh the last thing i didn't show you was creating a sound file so uncreating audio sound it's gonna drop in a sound and we've already done that here, but here's your sound file just browse to the wave right and flip these guys to linear and non spatial spatial sound is like if you've got three three hundred sixty angry sound and all that like you know dolby almost nonsense, i don't it's just a lip sync file and the attenuation it just works nicer and down there obviously in linear because again it's just a lip sync file it's nothing crazy so if i hit play now it works great and the last thing you need to do is export it to get the thing and that's super simple so if i go rendering movie capture you give it a name like dog tutorial right, he had captured and it's gonna be done ridiculously fast so it's i would say it's probably faster than playblast at this point depends on your scene it's super faster it's way faster and rendering it and it looks fantastic and you can mess with the lights and all the rest of it it and at the end there it's already done i didn't finish my sentence and if i go in here there's my dog tutorials and this is what it looks like so pretty darn great right, so i'll post this video on youtube so you can check it out i went through a lot of little things here again, you're gonna find that once, you know this stuff it's way quicker you can obviously show and hide different types and get into a whole bunch of details there's a bunch more i didn't cover so definitely check out the videos and envity has done a great job of teaching you all the different things, but it should be as simple as that export you're used to bring it over bring it in add some lights hit render right, so i hope that helped and enjoy, thanks。