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Harvester v1.04 for Cinema4D

Harvester v1.04 for Cinema4D

Harvester.v1.04.for.Cinema4D.Retail-BB3D; e; D& \1 S1 O* S; i
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The Harvester plug-in allows a character animator to save a character's # |  N0 V; p1 A# L
animation, and then allows them to apply that animation (or any other
. M( {+ s; Y- m1 A; k+ @+ Tanimation saved for that rig) to that rig or an identical rig into other
/ G/ r  s1 b+ _6 A. G- wc4d files. It also lets the animator select which parts to include and
" s) y  {, u& H5 P, Eignore when saving and applying animations. The option to select and , J' K2 A9 C/ f; h1 M: B, V
ignore individual parts allows the animator to use saved animation for % c1 _9 G' M+ Z1 ?$ C0 r- I& n- r
specific parts. For example, an animator could use the plug-in to save a : K7 {# U0 r7 N9 o
character running and walking. When applying the walking animation to the 9 T6 i; P7 H; J1 @
rig the animator decides that they want to use the arm swing of the running # U  i0 V7 T1 o" Z
character instead of the arm swing saved with the walking character. All # c1 C  l5 o6 v! E) {& P
they need to do is apply the running animation to that rig and only select 5 [1 ]8 h- [) @3 K* ]$ k
the parts for the arms. For those animators who may already have animation
8 {0 q4 }( a9 h" I/ d7 b8 }saved and would like to have it in reverse, the option to save in reverse
5 w- f% ]$ Q! i  l; |5 P$ ?; Dis available with this plug-in. Animators can ignore any axis of rotation, / p2 R' S1 R& H: w1 c( V
position, scale, and all tag animation when applying animation. There is . y. B& @% v0 Z' P- J+ Z
an optimization option that allows for the removal of any extra key frames. , R; P3 N' @! o7 b5 H
For example, when you bake an object there may be several redundant key
! A1 W4 U* y; K( yframes that can be removed. Finally, the plug-in has an option for and
+ s8 ]8 F0 g5 G: eautomatically tries to auto-map the object in the target rig to the items ' ^* s, \6 s6 |  ?) o- a) n5 Q
that were saved. If for some reason there is a change in the rig like
  Y( d7 x9 s7 N& \  ~* Oobjects are repositioned or the need to add objects like a gun or sword,
8 L! w) l) x  b) x! Q/ a- \* Pthen the animator can manually map the items in the rig so that the : @6 [; U" W1 m- O; w
animation saved can still be used. / ^% I/ |5 E* C

' ^! T4 _* v: \9 E% t# {7 s5 dDownload: Size:986kb
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Credits n0MAD & team BB3D

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