HOUDINI中数学教学的第二卷中,我们将继续探索视觉特效创作,模拟行为控制中数学的重要作用,这次我们会来看看更高级的概念与并为大家提供更酷的项目。我会解释一个很重要的物理参数:渐变。并为大家演示如何在骨骼绑定与碰撞中使用它,了解如何在HOUDINI的不同操作中更多的使用gradient。我们还会深入讲解矩阵与学习关于矩阵的一些很酷的技术:引用帧,这是你必须了解的关于矩阵的知识。如果你对四元数有很多疑问,我们会深入了解这个概念,并使用很多很酷的项目来回答所有的问题。我们会来看看如何创建影响粒子运动的四元数场。如果你不知道什么是四元矢量,我们会通过在wire solver dynamics中使用四元矢量的项目中讲解它的。我会让大家看到它是如何从零开始创建服装模拟的,并且让大家知道如何使用动力学解算器,什么是限制,重力,还有碰撞是如何计算的。
In volume two of Math in Houdini training. We will continue exploring the big role of math in creating visual effects and controlling the simulation behavior and this time we will move to more advanced concepts and provide cool projects. I will explain one of most important physical parameter: the gradient. And show you how to use it in rigging and collision and give you wide idea about using gradient in different operations in Houdini also We will go in depth with matrices and learn cool techniques using the matrix: it is the “Frame of Reference” you must know this magic secret about matrix. If you have many questions about Quaternion parameter, So we will dive into this concept and answer all questions with cool projects and we will see how to create quaternion field to effect particles motion and if you don’t know what is the Vector 4, we will have cool project about using vector 4 inside the wire solver dynamics. And I will show you how it to build your own cloth simulation from scratch, this part will give wide idea about how the dynamic solvers work and what is the constraint , gravity , and how the collision is calculated ….. and many other math topics. Thank you.
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