现在我们有了我们的群集模拟 So now we have our flocking simulation,
用粒子和修饰符一起工作来创造出这个内聚 set up with the particles and the modifiers working together to create this cohesive,
流动的植绒系统 flowing kind of flocking system.
我们实际上可以把一个虫子放在这些粒子上让它看起来像一群昆虫 We can actually look at putting a bug on these particle and having it looked like a swarm of insects.
我们可以看一下如何让昆虫 磷虾和动画循环 And we can have a look at how to act actually animate that insect and krill and animated loop,
以及为什么我们要和他们一起工作 点级动画 and why we have to work with them point level animation as well.
好的 OK,
所以我们要把之前的风景和以前的景色联系起来 so we're gonna pick up where we left off pretty much the same scenery have before.
很明显你们会被提供开始文件 Obviously you guys will be provided with the start file,
所以在上面选一个 so just pick that one up there.
在上一节课中 对场景的漠不关心是我添加了空气 indifference to the scene as you left it in the last tutorial is that I've added air,
给你一个震动的标签 a vibrate tag to thee.
助手对象调整了一些强度并从设置中掉了下来 The helper object tweaked a couple of the strength and fall off settings,
我已经把试验放回去了 and I've put the trials back on.
我也只是对避免对象进行分组 并在上面放一个显示标签 I am also just group the avoid objects and put a display tag on them,
因为我更喜欢用这种方式来显示它们所以我们可以把昆虫放到这些粒子上太明显了 无法在粒子上产生几何形状你需要一个XP发生器会暂停它到发电机顶部 我要去XP发生器 because I prefer this this way of displaying them so we can actually put an insect onto each of these particles entered too obviously to generate geometry on particles you need an XP generator was gonna pause that go to the generators top here and I'm gonna go to XP generator.
好了 There we go,
我现在可以关掉这些试验 我要 I can turn off the trials actually right now I'm gonna,
我需要一个几何图形来放进去 我在这里写的是什么 do is I'm going to need a piece of geometry to put in there and what I have up here.
这是 That's gonna.
看看我这里有什么 Look what I have up here.
所以 So.
一开始 At the beginning.
我们有一个错误 We have a bug.
让我把这个单独说出来 Let me just solo this out,
这是我在这个场景中唯一要说的 so that's the only thing I'm saying in the scene.
所以我们实际上有一个网格 它是一个bug它实际上是一个烤出的点级动画 So what we have is actually that one mesh and it's a bug and it's actually a baked out point level animation.
生物的原因是 XP发生器能够抵消动画 并做一些技巧 Creature and the reason for that is that X P generator to be able to kind of offset the animation and do some tricks with it.
它必须是点级创新 It needs to be point level innovation,
不仅仅是P not just P s,
我们的动画或标签 our animation or tags,
或者任何能让你知道形成这种东西的东西 or anything that would get you know to form that kind of thing.
它会忽略这些 It'll ignore those.
但是它尊重点水平的动画 But it respects point level animation,
我可以用它做一些很酷的事情 and I can actually do some cool things with it,
所以他不是很高的多晶硅 so he's not hugely high Poly mesh.
你不想太疯狂 You don't want to go too crazy,
当然 你可以细分这个 你可以把每个点看成是一个关键帧 although of course you can subdivide this guy and you can see each point as it as a key frame.
如果让我们来做循环 And if else let us play our loop.
所以她 So she,
到目前为止 已经有五十九帧了 因为这是一个完整的60帧循环 当他回到开始的时候 fifty nine frames so far actually go to that because it's a full sixty frame loop as he comes back round to the beginning.
再一次 Again,
你可以看到它 you can see it.
它有一个很好的循环动画所以我们需要做一些事情来让他在粒子系统中做动画 It's got this nice cycling animation so what we need to do a few things to prepare him for animating inside the particle system.
所以我们说 这么低 So let's say and so low,
让我们把他扔进制造货币的武器 and let's throw him in the generate currency weapons.
让我们回到这里来看看他的剧本 So let's go back here for his play.
哦 Oh,
首先 我需要把发射器和发电机联系起来 first thing I need to associate the emitter with the generator,
所以选择生成器 so select the generator.
扔出发射器 Throw the emitters,
Ide和所有的地狱都被破坏了因为有很多这样的东西 Ide and all hell breaks loose because there's this tons of them,
所以我需要缩小它们的尺寸 so I'm gonna need to reduce their size,
首先 for starters.
目前它正在使用粒子尺度进行缩放 Currently it's scaling using the particle scale,
这就是我们最终要用到的 and that's actually what we're going to end up using.
但是我要告诉你们当我使用粒子半径的时候会发生什么 But I'll show you what happens when I use particle radius so pathway.
这很酷 因为它既漂亮又小 我可以展示这些粒子和几何图形 This is cool because it's nice and small and I can show the particles as well as the geometry.
我要把发射器的显示模式改为显示半径更好的 And I'm going to change the display mode of the emitter to one that shows the radius better.
所以圆 So circle.
你可以看到一个小男孩 And you can see a little guy.
他在粒子里面 He's inside the particle.
他写的应该是 他的边界框是半径 And he's written he should have basically his bounding box is the radius.
在他的手臂动画周期中 有一个问题 now there is an issue here as he goes along his arm animation cycle,
他的边界框改变了 his bounding box changes.
所以如果我在这里做一个晚上的副本 So if I just make a copy of the night here,
把这个关掉 turn this off.
实际上 Actually,
如果我能把它转到你能看到的光上 if I could just turn that off to the light that you can see.
他的边界框实际上是随着时间的变化而变化的 His bounding box is actually changing over time.
我要怎么证明呢 So how could I show that this,
先生 sir,
我有点小技巧 I was a bit of a trick.
实际上 Actually,
也许我可以放下一个脾脏来包装他们的恐惧如果我们的约会可以 maybe I can drop a spleen wrapping their fear if our dates OK,
这是可行的 that works,
那是一种叫玛丽的好东西 that was a bit of a hail mary that benefit,
这样你就能看到边界框的变化 半径也会被保持 and so there you can see the bounding box changes and the radius will be maintained.
所以会发生的是我们的小家伙 So what will happen is is our little guy.
我们是否会像动画一样缩放 在边界框变小 Will we scale as the animate and in the bounding box gets smaller,
他会扩大 因为半径必须保持 he'll scale up because the radius has to be maintained,
所以这个边界框的最小值也会相乘 so the smallest value of the bounding box will be multiplied too,
为了确保半径得到尊重 to make sure the radius is respected,
所以我们确实需要使用粒子尺度而不是半径 so we actually do need to use the particle scale and not radius.
这是一个需要注意的动画 That's just something to be aware of with animated.
你知道一个粒子的几何形状 You know geometry in a particle,
所以我要做的是 我要回到艺术 so what I'm going to do is I'm actually going to go back to art,
所以我回到我的发电机 so I go back to my generator.
用粒子尺度将其还原成比例 Change it back to scale using particle scale,
然后我要把它们缩小 and then I'm going to scale them down,
所以我可以使用源量表 so I could either use the source scale,
或者我可以用安培表 or I could use the ammeter scale,
我认为这将是最好的 which I think is going to be the best.
所以这是一个任务 So it's a mission.
我要讲的是规模 And I'm gonna get ahead to scale,
然后我要去 and then I'm going to go to.
从一点开始 Start at point,
一 one.
这是他原来大小的倍数 And it's a multiple of his original size,
所以1乘以它的大小 so point one times whatever his size was.
这看起来很漂亮 That's looking pretty gets,
你可以看到它有一些很酷的东西他在那里跟随 and you can already see it's got some cool stuff going on where he's kind of following there.
这些粒子在学校里增加了一点慢 而且它可以像她的几何图形一样变慢 The particles are school adds a little bit slow and it can get slow with like her lots of geometry.
被复制 Being duplicated,
你可以使用渲染实例 you can use render instances,
但是我们不能使用渲染实例如果我们用动画来做几何图形那么我可以用一些bug来解决问题这确实意味着我们可以使用 but we can't use render instances if we're using animated to geometry so I can use some sort of bug busting Things definitely did mean that one is that we could use,
渲染实例和回报要快得多 render instances and the payback is way quicker,
所以这个可以用这个来表示 so that that might just use that for one.
你不需要看他们的动画你只是想 your you don't need to see them animated you just wanna,
让他们动起来 你会看到的更流畅 get them the motion and you'll see it so much smoother.
我们已经70岁了 We're getting like seventy,
5fps five fps there.
你会注意到另一个问题是原始的bug 被复制的或者是实例实际上每个都显示在viewport附近它也会显示在渲染中 There's another issue that you'll notice is that the original bug that's being and cloned or instance is actually each displays in near the viewport and it displays in the render as well.
所以你需要登录以某种方式隐藏他 So you need to log in to hide him somehow,
你不能把他藏起来因为这就是他的例子 and you can't just hide him because that's what he's being instance,
所以你不需要把他移到外面去 so you don't actually need to move him out the way.
这是一种非常恼人的限制 it's a bit of a limitation at such quite annoying,
但是你所需要做的 but all you need to do,
尽管如此 though,
只是火 is just fire.
在几英里外的一个轴上 muffle one axis miles away,
他走了 所以要意识到这一点 And he's gone so just be aware of that.
这有点让人恼火 That's a bit of an annoyance,
但要确保他远离镜头 but just make sure he's away from the camera.
周六将会有一些很酷的东西在这里和那里 你可以看到这里正面临着正确的方向 Saturday will again something pretty cool looking here and there following tangentially so you can see there are facing the right way.
如果你需要放慢一个模拟的速度来看看事情是怎么发展的 If you ever need to slow down a simulation by the way just to kind of see how things are going,
实际上 你可以在发射器中使用re定时滑块 you can actually use the re timing slider in the emitter.
所以如果我现在把它放下 你会看到我们得到了这个成倍的增长 So if I drop that down right now you see that we get this multiplied slowdown.
只是我可以去调查 just that I can go and investigate.
确保所有的橙色朝向都是好的 它们是如此的伟大 Make sure all the orange orientations are good and they are such great.
但是现在我们需要一些动画来应用这些债务 But now we need to actually have some animation applied to these debts.
所以我要把所有的东西都放回100% so I'm going to just stay in and put everything back to one hundred percent.
从这里到发射器开始的地方 Correct over here to where the emitter begins,
就像展示 as just show,
实际上是极限 the limits are actually.
好的 Okay,
这里有几件事我要注意 and there's a couple of things I should note here,
也就是说 他不是以粒子为中心的 and that is that he's not centered on the particle.
那是因为发电机用的是 And that's because the generator is using the.
源几何图形的原始访问 你可以看到 这就是粒子的中心 The source geometries original access so you can see that that's where the center of the particle is.
他现在被抵消了因为这是点级动画 and he's offset from that now because it's point level animation.
如果我抓住这个 If I grab this.
在访问模式下的轴 Sort of axis here in access mode,
点击这里 which click on over here,
我把它移到中心 and I move it up to kind of put it to the centre,
他的身体和我的压力 his body and I press,
玩 play.
他只是跳了起来 He just jumps up.
这是因为这些点上的所有关键帧都是相对于这个原始轴的 And that's because all those key frames that are on those points are relative to this original axis.
所以我们需要做的是把它们放到一个新的角色中 So what we need to do is we need to put them in a new role.
然后我们可以把他移到里面去 And then we can move him inside that now,
这是为了让你这样做 让他失望 so that's to stir the way you do this so to strike him down,
所以他有点像叙利亚的空气 so he's kind of on Syria's air.
粗略地说 我只是想让你的按摩师变得粗糙 roughly I'm just trying to get the rough center of maskers you might.
你可能想要他儿子 You might want it to be on his son,
他的头 his head,
或者身体 or the body.
身体的主要部分是质量的中心 The main part of the body in general is the center of mass.
你会想要拥有它 它在哪里飞行 You're gonna want to own and where he's flying around this.
如果我只检查零在哪里 So if I just check where our null is.
如果你把7拿下来 这也是个技巧 If you hold seven down by this is a trick as well,
你可以在不移动孩子的情况下移动父母 you can move the parent without moving the child,
你想要那样做吗 so you wanna do that like that?
所以我拿着7把小丘移动 So I'm holding seven down and moving the knoll.
在他的胸腔上再往下一点 A bit more farther up onto his thorax.
好的 Okay,
很好 cool so,
还有e and also E.
我让他有点倾斜 I've got him kind of tilted.
但这对他们来说是一种自然的状态当他们在飞行的时候 but that's kind of a natural position for them when they are in flight.
像这样的生物 Creatures like this,
你知道他们的后端有点重 you know they do their backend kind of his heavier,
所以他们有这样的方向 so it sort of they have that orientation.
所以我对这个方向很满意 So I'm happy with the orientation,
但是如果你需要让我把发电机放上 这样你就能清楚地看到这里会发生什么 but if you needed to let me just put the generator on so you can see exactly what's going to happen here.
所以如果我把显示在俄克拉荷马带电粒子上的路径放在上面 So if I put the path who display on as while Oklahoma charged particles is on.
哦 Oh,
在那里你可以看到 这样你就能看到党校了 there you can actually see so you can actually see the party school.
半径 Radius now,
这是另一件事 this is the other thing,
冷却电流表的部分只是显示了半径 the parts cool the ammeter is just showing the radius.
所以如果我们想要匹配 So if we want to kind of match,
半径大概是这个范围 the radius roughly to the scale.
你知道我们可以 You know we can,
我们可以做到 We can do that.
让我们按下播放键 So let's press play.
这个弱点在以后会有用的 This weakness will come in useful later on.
这不是必须的 It's not necessary,
但是如果你需要说 它会在后面有用 but it would come in useful later on if you needed to say,
有一个碰撞系统 have a collision system.
所以它们碰撞的地方 So where they collide,
它相互碰撞 it collide with each other.
但除此之外 But otherwise,
我认为这很好 I think that's pretty.
没关系 that's okay,
所以我把它们放在这样的半径范围内 so I'll leave them at that kind of radius,
我将回到开始 and I will come back to the beginning.
按下播放键 Press play.
你可以看到这里 And you can see here.
他的动画现在不是循环播放 His animation is not looping at the moment,
这是一个问题 which is an issue,
但是他同意了 but he assented,
这很好 which is great.
如果我把它旋转到现在 And also I am if I rotate him inside the now,
你可以看到它就像一个偏移 you can see that it's like an offset,
所以这是最简单的方法有一些其他的方法你可以手动在发电机里做这样你就可以不用旋转了 so this is the easiest way there are kind of other ways where you can kind of manually do it inside the generator so you can go instead of rotating using the particle rotation,
你可以改变它来抵消粒子的旋转 you can change it to offset particle rotation,
然后你可以对所有这些设置进行调整 and then you can kind of tweak all these settings,
但它是如此之多 but it's so much.
我发现用这个小丘的轨道要容易得多 I found it so much easier to use this knoll track so.
我们称它为旋转 We call it rotation now,
所以我们知道以后会发生什么 我要 so we know what it is later on and I'm gonna.
再把他移走几英里 Move him miles away again.
我只是想让你们看看 just to show you.
我们要处理循环动画 we're going to deal with looping animation fest,
因此 为了看到实际粒子中的动画 它会在粒子上产生几何形状 so to see the animation in the actual particles that this degenerated geometry on the particles.
我们需要回到直接的克隆模式 We actually need to go back to the straight clone mode,
这是系统要处理的更重的模式 and this is a much heavier mode for the system to handle.
但是 But.
它允许我们使用动画 你也可以看到颜色是预期的 It allows us to use animation stuff and also you can see the colours are expected.
很明显 我们不会使用这些颜色 So obviously we're not going to use these colors,
但这是一种很方便的方法来得到一些变化 but it's kind of a handy way to kind of get some variation in there anyway.
加上一点额外的奖励 我要关掉修改器 你可以关闭flock修改器 Add in a little bonus now I'm going to turn off the modifiers you can turn off the flock modifier,
我将会得到 and I'm just going to have.
粒子以零速度发射 the particles emit out with zero speed.
卡尼 Carney,
它们会发射 they emit.
一百五十 One hundred and fifty,
我们不想那样 we don't want that.
我只是想看看 I just want to see.
好的 OK,
我可以看到它们的位置 我想看到它们的动画是一种很好的方式来观看动画 I can see them in place and I want to see their animations kind of going is just a good way to see the animations.
所以我知道如果动画循环是60帧 so I know that if the animation loop is around sixty frames,
实际上 fifty nine frames actually,
当我按下播放的时候我们会看到 有一些偏移量是每个粒子发射的 and what we'll see when I pressed play is that the there is some sort of offset were so each particles emitted.
这就是省略开始的地方 That's the point at which the omission begins.
这是因为我有超过30帧的发射 So that's because I'm emitting over thirty frames.
所以技术上来说 So technically,
最后的动画和生物应该是非常 the last animated and creature should be very,
最新的第九十帧 very latest the ninetieth frame,
这看起来是正确的 and that looks about right.
是的 Yeah,
好了 so there you go.
他们停止移动 they stop moving.
在90左右移动 moving around ninety.
很明显 我们希望它保持循环 循环 循环 We obviously want that to keep looping and looping and looping,
但不幸的是 在发电机中没有快速的方法 but unfortunately there's no quick way of doing that in the generator,
所以我们必须在电影的时间轴上做这个 so we'll have to do that in the timeline of cinema for D.
这很简单 That's pretty easy,
刚开始有点小麻烦 little bit fiddly to start with,
但是一旦你知道它在那里 but once you know it's there,
真的 it's really,
非常有用和强大 就像我之前说过的 really useful and powerful and like I said before,
如果你的对象必须是点级的烘烤动画来工作 if your objects have to be point level baked animation for this to work,
没有其他的动画会起作用 no other animation will work.
所以我们设它是10或发电机 它和我们的大主生物一起工作 So let's say it's ten or generator off and its work with our big master creature.
我把系统给退了 I returned the system off.
我在这里所做的是 So what I've done here is,
我刚刚点击了系统对象 I've just hit the system objects.
安娜启用了蜱虫 Anna enabled tick,
这就会暂时禁用所有东西 and that just disables everything temporarily.
我做了很多 and I do that a lot.
当你走的时候 你会发现自己在不停地翻动东西 You'll find yourself turning things on and off as you go.
让我们看看动画在做什么 So let's see what the animations doing.
我们得到了一个很好的循环 so we've got this nice loop.
我不打算做的是 我要设置一个时间轴到最大时间长度 I wasn't going to do is I'm going to set a timeline to that maximum time length.
这将会在准备用于动画的资产中被用于粒子 And this this would come under preparing assets for animation to be used in particles.
所以我让他在那里玩 So I've got him playing there.
他得到了一个很酷的循环 And he got this cool loop.
但是我们需要去看看这些关键帧 But we need to go and have a look at these key frames.
如果我按shift键 So if I press shift,
三个站点发生了变化 three sites Shift.
F3提出了我们的时间线 F three brings up our timeline.
如果我们扩大甲虫的烘烤范围 我们就可以看一看 And we can have a look if we expand the the beetle baked.
如果你在这里没有看到任何物体 If if you're not seeing any objects in here,
你可以喝酒 you can drink,
从对象管理器中拖出它 或者在视图中检查设置 drag it in from the object manager or check your settings in the view,
每个人都有不同的偏好 Settings that everyone has different preferences here,
但你是 but you're,
你倾向于使用其中的一些 you're tend to want to use some of these.
如果你看不到动画 If you can't see the animation,
这可能是由于其中一个视图设置 it's probably because of one of those view settings anyway.
所以我需要做的是 我需要这个循环以及我通常会用动画做的事情 我要循环 So what I need to do is I need to have this loop and what I'd normally would do with animation that I'm gonna loop,
先生 sir.
关键帧是只在时间轨迹上重复使用 Key frames is to use just the repetition on the time track.
但不幸的是 在钢琴上的时间轨迹或贝利轨道上 but unfortunately on a piano a time track or Pele track.
对不起 Sorry,
你没有选择循环的选项 you don't get the option to loop things.
所以我们要做的是 我们需要添加一个叫做时间轨迹的东西 So what we need to do is we need to actually add something called a time track,
你可以看到这里有一个输入 and you can see there's actually have an input here.
我马上就放一个进去 I'm gonna put one in here in a minute.
现在我要加一个 And I'll add one now,
你说得对 so you right,
单击该对象 click the object.
添加特殊的跟踪时间轨迹 Add special tracks time track.
这是一个保存动画的超级强大的工具 This is a super powerful tool for retaining animations.
如果你看这里 If you look here.
如果我选择这个时间轨迹或编辑器 我将播放动画 I'll play the animation if I take this time track or editor associated.
首先 so first of all,
让我们展开它看看我们得到了什么 let's expand it to see what we're getting.
本质上 So essentially,
时间是0% 到时间线结束的时候是100% the time is zero per cent here and a hundred percent by the time it gets to the end of the timeline.
这就是我把它剪到整个周期的时间框架的原因 and this is the reason that I just clipped it to that to the time frame of the full cycle.
我们要做的是把这个时间轨迹和这个钢琴轨道联系起来 And what we're gonna do is we're going to actually associate this time track with this piano track,
所以我只要按一下钢琴的轨迹 so I just click on the piano track.
为时间轨迹画个图 Get the picture for the time track,
我将选择那个时间轨迹 你可以重命名这些 这样我就可以检查它是否正确 and I'm going to pick that time track and you can rename these so I can just check that it's the right won.
如果我把它重命名为贝利你可以看到它绝对是正确的 Make sure it so good if I just rename it go back to the Pele and you can see it's definitely the correct one.
那么他现在能做什么呢 这样我就可以缩短我们的动画了 So what could he do this now so I could actually shorten our animation.
如果你注意到它在30帧中完成了整个循环 So if you notice it did the full loop in thirty frames,
空气 air.
他的打击 His hit,
十帧的全部内容是即时的 the whole thing in ten frames is instant.
你知道我可能真的走得这么快 You know I might have actually going this fast,
但是我们可以在XP生成器中使用一个比例值 but we can actually use a scale value in the XP generator for that,
所以不需要担心这个合适的时机我们要找的是循环参数 so no need to worry about that right timing it all we're looking for is the looping parameters.
幸运的是 我们在时间轨迹上有循环能力 So luckily we have for the the looping ability in the time track.
如果你往下看 And if you look down here,
所以你仍然在时间轨迹上 在你的属性窗口中 so you're still at the time track and in your attributes window,
你会看到这个选项之后 you'll see this after option,
这是轨道 and this is the track,
在你走到终点后 如何处理这条轨道 what to do with the track after you get to the end,
所以我们要保持它的常数 so we want to carry its constant.
这意味着 在某一时刻 它仍然是任何价值在时间结束时 卡车永远保持这个价值 It means that at some point it remains whatever the value at the end of the time truck is keep that value forever.
我们想要做的就是重复这个循环 What we wanted to do as we want it to repeat the cycle.
我们想要重复的是循环和这个选项是重复的 We want to repeat that the loop and this option down here is repeat.
我们可以把时间轴延长到五百帧 And we can actually expand the timeline out back to five hundred frames.
你可以看到他继续循环 And you can see he continues to loop,
但它停在一百二十帧 but it stops are frame a hundred and twenty,
或者仅仅是两个朋友 or just to two friends short of that.
这是因为你必须要设置多少次重复 And that's because you actually have to set how many repetitions.
现在我想让它永远继续下去 Now I want it to go on forever.
我只是想在这里展示一些东西 I just want to demonstrate something here,
所以我要把它设为50次 so I'm gonna set it to fifty repetitions,
鼻子 nose,
重复20次 say twenty repetitions.
所以 So yeah,
这是一个很好的三百帧 最少的动画 that's a good three hundred frames worth minimum of animation,
但是当我们回到我们的发电机时 but when we go back to our generator,
我们将会看到这个问题的答案是什么 we'll see what what the issue with that is so OK.
我们已经开始循环了 We've got our looping going on.
让我们回顾一下所有退化的东西 Let's check back all the degenerate stuff back on.
系统又回来了 And the system back on,
让我们确保它们在60帧之外有动画 let's make sure they animate beyond the sixty frames.
它们会让你继续前进 继续前进 And they do make you going and keep going and keep going.
棒极了 Awesome.
很好 It's nice,
不仅如此 it's more than that,
不是吗 isn't it?
山姆 Sam?
实际上 我刚刚意识到我的主人可怕的水手洞穴黑客选择了你的重复 说了5个 It's actually twelve hundred frames I've just realized my master's terrible sailors Cave hacker chose your repetitions to say five.
这是百位 So that is the three hundreds.
我们应该看到 我们的重复 And we should see that we run out of repetitions,
我的观点是 如果你要读时间 and my point with this is that is that if you are going to read time,
还有动画 the animation as well,
如果我们要加快速度 like if we're going to speed it up,
我们完成了 we'd finish,
我们会没有循环 we'd be without loops,
你可以看到 and you can see there.
你的动画已经完成了 Your animation is finishing beyond that.
30抱歉 是三百点加上或减去30帧 Thirty sorry brown that three hundred point plus or minus thirty frames.
所以我要做的是 我要确保我们有足够的重复来覆盖所有的东西 只是为了证明欧盟的观点需要在发电机中 So what I'm going to do is I'm going to have to make sure that we have enough repetitions to cover everything and just to prove the point about the EU need to have this just in case in the generator,
如果我把20%放到一边 你可以缩放动画 you can actually scale the animations if I put aside twenty per cent,
我得到一个慢动作 这很酷 I get a slow motion occurring and that's really cool,
但是如果我用另一种方法来节省五倍的速度 but if I go the other way save five times faster.
500% Five hundred per cent,
你们看 ye see.
我们完成的时间比它应该提前5倍所以我们需要做的就是确保时间轨迹没有比我们需要的更多的重复 In and we finish five times earlier than it should do so we need to just make or all we need to do is basically make sure that the time track has no way more repetitions than were ever going to need.
所以我可以过去 So I can just go over.
最上面 The top.
头发其实并不重要 hair doesn't really matter so.
十万或一百万 A hundred thousand or a million,
即使我们永远也不会达到第一百万次重复 even we're never gonna get to that millionth repetition.
如果我们需要 它就在那里 It's just there if we need it,
阿比盖尔说 said Abigail,
我们永远不会跑出去 We're never gonna run out.
这一速度与我想要的相差不大 因为昆虫显然是这样的 That speed is actually not too far off what I'd wanted because insects obviously.
这就是为什么我让你知道你想让动画变得平滑 That's why I had you know you want the animation to be nice and smooth,
在大约60帧循环中动画 so animated at about sixty frame loop.
但我知道我要在你的生成中加速 But I knew that I was gonna speeded up in thee in the generated,
你可以看到我得到了一千 and you can see if I got a thousand.
它的摆动更逼真 its fluttering properly more realistically.
老实说 honestly.
然而 However,
我想我不会有1千%的 I don't think I'll have a thousand percent.
我想我要四百 I think I'll have it four hundred,
也许吧 maybe.
你必须回到开始的时候去看看变化 And you have to go back to the beginning to see the change by the way,
所以他们创造了酷 so they create cool.
我想现在你已经把动画整理好了 So I think now you've got the animation sorted,
我们可以让它们漂浮在它们周围 we can actually just get them floating around flocking in them.
看 See well,
亚历克斯喜欢这样 Alex like so,
让我们把flock修改器重新打开 let's turn the flock modifier back on,
我拐错了你 and I take a wrong turn thee.
粒子显示通常只显示几何图形 Particle display often have geometry only display on.
好了 Here we go.
所以他们非常积极地聚集在一起 So they are flocking quite aggressively together.
它们看起来很酷 And they look pretty cool.
我将从他们的多色中看到一部分 I'll see part from their multicolor.
你有一些相当真实的运动 You've got some fairly authentic movement.
我们可能想要加快动画的速度 We might want to speed up the animation,
它们看起来确实有点慢 they do look a bit slow.
但是 But?
他们正在做他们的群集行为 And they are doing their flocking behavior.
棒极了 Awesome,
所以这可能是一只鸟 so this could be a bird.
这可能是 This could be,
你知道任何苍蝇和爬在地板上的生物的东西 You know anything that flies and also creep creatures that are on the floor as well.
公平地说 So and fair,
她会有一条鱼 she'd have a fish,
显然是挥舞着它 obviously waving it,
鱼尾鳍和芬兰人游泳 Sir Tail fin and Finns to swim.
你也应该为它创建一个循环 and you should create a loop for that as well.
但我喜欢这个 因为你可以 But I just love this because you can actually.
所以如果我同时忽略了所有的粒子 So if I actually omitted all the particles at once.
让我把时钟拨回去 So let me turn the clock back off.
把所有的速度都去掉 Take the speed off all the speeds already off.
那很好 That's fine.
我在一个相框里见到了他们 And I met them all on one frames.
如果我做了一个镜头省略 If I do a shot omission.
如果美国人不像20年前那样去做 那我们该怎么办 Do let's do unless wage Americans go for something like twenty year ago?
所以如果我再次放慢动画的速度 回到这里 像她一样 So if I slow the animation back down again by going into here and doing like her.
50%的速度 Fifty percent speed.
很好 Nice,
美丽 beautiful,
斯利姆正在进行着 slim are going on.
我们能做的是 我们可以抵消这些动画现在你们会看到它们是完全同步的 And what we can do is we can actually offset that animations are currently you'll see they're perfectly in sync.
这显然不是很现实 Which is obviously not very realistic.
所以我们要做的是 我们有这个选项来随机地抵消那些不好意思的粒子 So what we do is we have this option here to randomly offset the the particles that sorry that.
在粒子上产生的几何图形 The generated geometry on the particles,
所以你可以看到 它们并不是全部 so you can see now they're not all.
与此同时 at the same time.
有些总是接近70或60帧的值 Some are always going to be close to the seventy six or sixty frames worth.
如果我增加 If I increase,
速度会说 the speed will say.
再一次 Now again,
我们得到了一个很好的有机偏移动画 we get a really nice organic offset animation.
但我还是回头看 But I'll flip back on,
把我们的平板电脑放上一点额外的 put our tablets on maybe just a little bit of an extra one,
我们可以在这里增加数字 and we can increase the numbers here,
但它会变慢 but it is going to get slower.
所以要小心 So just beware,
实际上 I'm actually,
我是一个很老的CP你 I'm quite an old CP you.
所以新系统的人不会有任何问题 So the guys on a new system will have no problems with this.
在我们的电表上 你要怎么做 What are you going to put no intersection on in our meter,
所以当我们发射时 so that when we emit,
我永远不会承认 I'll never admit to.
苍蝇和甲虫在同一个地方 Flies and beetles in the same place,
所以 so.
我把不相交的地方改成30 Let me change the no intersection to say thirty.
好的 Okay,
如果你看这里 so if you look here,
再也没有交叉的bug了 there's no intersecting bugs anymore.
没有交叉的甲虫 No intersecting beetles.
让我们玩 Let's play.
让我们增加这个数 Let's increase the number.
回到我们的右边 Go back to our right,
制造 made.
突然停止在四十等 A sudden stop emitting on forty and etc.
数量是两倍 as double the amount.
所以你可以看到回放的效果 And so you can see the playback drops to,
你知道 you know,
减去10帧播放速度 subtract ten frame playback speeds,
用金块来评论 says nugget for reviewing things.
这就是我说的你从渲染实例模式中来回跳转的地方 So that's where I said you jump back and forth from maybe the render instance mode.
因为为了把甲虫藏起来 because then of ceding to hide the beetle,
把他从屏幕上拿下来 get him off screen.
他们吃了 They ate.
你又得到了回放 You get the playback again,
没问题 no problem,
但是你确实失去了动画所以你可能想要在进入决赛之前在这两者之间切换 but you do lose the animation so you might wanna be toggling between these before you go to final.
渲染这样的东西或者你知道的 Render that kind of thing or the you know.
更安全的工作流程是回到生成器 The safer work flow is to go back to the generator,
直接进入克隆模式 然后渲染 go to straight clone mode and render out.
嘿 viewport预览 我现在可以这样做只是为了让你们知道这是什么样子 Hey viewport preview of this and I might just do that now just to show you guys what this is gonna look like.
当动画完成时 When the animation is finished,
不打算渲染这个 not going to render this one,
我可能会渲染下一个 I might render the next one,
但是现在我们只是把它当做粒子系统的演示 but for now we're just using it as the particle system demonstration,
这很酷 and it's pretty cool.
我想我真的很喜欢这个 因为你可以得到一些很酷的东西 I think I'd really like this one because you can get some seriously cool.
看看他们 Look at them,
恶心 disgusting,
小动物和退缩者飞遍了整个地方 little creatures and quitters flying all over the place.
你现在也可以用任何修改器 and you can use any modifier with these guys now as well.
所以你可以在不同的效果中添加不同的图层 so you can add in different layer in different effects.
所以我看到了湍流可能会进来 and so I've got the turbulence might obviously coming in,
但你可以用它们 but you could use them.
一些人跟随供应的行动 Some follow supply in action.
你可以做一些后续工作 you could do some follow surface,
这就是我们接下来要做的 which is exactly what we're going to do in the next one,
我们让小动物走在地板上而不是飞 where we have critters walking along the floor instead of flying.
所以 So,
是的 yeah,
这是一个无穷无尽的选项和调整能力的系统 it's a pretty endless kind of system of options and tweak ability,
你可以让它们缩放比例如果你想看到你可以让它们穿过力场并在一些恐怖的东西中增加尺寸 and you can have them scale changing scale if you wanted to see you could have them go through a force field and increase in size in some horror kind of thing.
但选择是无止境的 But a options are endless,
所以我们要在曲面上移动 复制或者是表面扫描 模拟风格的东西 so we're gonna move on next to the surface and cloning or a surface SEM crowd simulation style thing.
这是蛋白质的最后一部分 And that will be the last part of this protein.