摘要
目前许多高等院校都开设有三维动画专业,根据应用类型的不同涉及到如3DMax、Maya、Cinema4D等软件。同时,该专业的基础课程都会涉及到建模。三维模型的建模方式有很多种,从Polygon中的基本体扩展到平面图形的三维转换,从Nurbs中的编辑点挤出放样到二者之间的相互转换等。无论是哪一种方法,从布线结构的角度来看都遵守了一定的规律。笔者在多年任教过程中总结了一套关于三维动画基础课程的教学方法,通过具体分析一个模型的不同布线结构出发,来讨论什么样的布线才是最合适模型的。同时,通过分析当下游戏动画行业对模型制作的要求以及未来的发展趋势,衍生出笔者对如何教好三维动画专业课的一点思考。
At present, many colleges and universities are equipped with threedimensional animation professional, and according to the different types of applications, it is related to such as 3DMax, Maya, Cinema4 D and other software. At the same time, the basic courses of the profession will involve modeling. There are many kinds of methods of 3D modeling, from the basic body in Polygon to three-dimensional graphic conversion, setting out from the Nurbs extrusion editor to two of the mutual conversion and so on. No matter which method, it is from the point of view of the wiring structure to comply with certain rules. In many years of teaching, it was summarized during the process of a 3D animation teaching method, through a detailed analysis of different wiring structure modesl of wiring to discuss what the most appropriate model is. At the same time, I try to analyze the current game animation industry on the requirements of model making and the future development trend, and it derived a little thinking on how to teach threedimensional animation professional courses.
出处
《设计》
2017年第5期98-100,共3页
Design