精品文档---下载后可任意编辑Fundamentals of Human Animation(From Peter Ratner.3D Human Modeling and Animation[M].America:Wiley,2024:243~249)If you are reading this part, then you have mostlikely finished building your human character,created textures for it, set up its skeleton, mademorph targets for facial expressions, and arrangedlights around the model. You have then arrived at perhapsthe most exciting part of 3-D design, which isanimating a character. Up to now the work has beensomewhat creative, sometimestedious, and often difficult.It is very gratifying when all your previous effortsstart to pay off as you enliven your character. When animating, there is a creative flow that increases graduallyover time. You are now at the phase where you becomeboth the actor and the director of a movie or play.Although animation appears to be a more spontaneousact, it is nevertheless just as challenging, if notmore so, than all the previous steps that led up to it.Your animations will look pitiful if you do not understandsome basic fundamentals and principles. Thefollowing pointers are meant to give you some direction.Feel free to experiment with them. Bend andbreak the rules whenever you think it will improve theanimation.SOME ANIMATION POINTERS1. Try isolating parts. Sometimes this is referredto as animating in stages. Rather than trying tomove every part of a body at the same time, concentrateon specific areas. Only one section ofthe body is moved for the duration of the animation.Then returning to the beginning of the timeline,another section is animated. By successivelyreturning to the beginning and animating a differentpart each time, the entire process is lessconfusing.2. Put in some lag time. Different parts of the...