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论坛 虚拟现实和动力学软件 Massive (群体动画软件,人工生命解决方案!) 本版斑竹:招募中...
 
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Massive生产管线指南(1)
查看:1050  |  回复:0  |  创建:2009-01-01 21:51:28
 
SPAN (张友邦)
注册: 2008-04-24
积分: 12335 分
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尘世如潮人如水 只叹江湖几人回
这是Massive团队给的指南,生产管线的相关流程指示。分两个帖子,一个是Pre-Production Pipe,一个是Production Pipe。没来得及翻译,望谅。


*Motion tree design*

The motion tree determines the possible sequences of actions that the
agent will be able to perform. The first step is to list all of the
capabilities that the agent will need. This is usually done by reading
through scripts and story boards. Next the motion is broken down into
individual actions and entered into the motion tree in Massive.
It's essential to design the motion tree before any motion is captured.


*Skeleton design*

This can happen concurrently with the motion tree design. A humanoid
skeleton is likely to be based on an existing skeleton with the possible
addition of prop bones for weapons or anything else that the agent may
be carrying.

Skeletons can be designed in Massive and exported to the motion capture
studio as Acclaim .asf files. It may be that the skeleton already exists
in Maya in which case it can be imported into Massive as a Maya Ascii file.


*Import skeleton*

If the skeleton does not already exist inside Massive then it needs to
be imported as either an Acclaim .asf or a Maya Ascii file. Skeletons
in Massive have physical properties such as thickness, mass, inertia etc
so some extra information needs to be provided by the artist.


*Set up dynamics*

Once the skeleton has been set up then it's dynamic properties need to
be adjusted to provide realistic rigid body dynamic behaviour. Rigid
body dynamics (RBD) is used to generate motion for agents when they fall
or die and for the motion of parts that are loosely attached to them.


*Rehearsal*

Once the motion tree has been designed then the motion can be reheared
with the performer. A simple locomotive agent may only require one or
two days in rehearsal whereas a more complex combat agent such as a
swordsman may require a week or more.

During the rehearsal it's not uncommon for improvements to the motion
tree to be made.


*Motion capture*

The motion capture studio will need the skeleton well in advance of the
capture so that they can set up their target skeleton. They will also
benefit from the motion capture take list that Massive generates from
the motion tree.
A simple locomotion agent can be captured in a single day. More complex
agents may require up to a week to capture.


*Motion edit*

Often the motion will need some massaging to fix any minor differences
between the performance (or the intended performance) and the captured
data. Motion editing is best done in a purpose built program such as
Nuance. Massive also has some motion editing capabilities via the built
in Action Editor.


*Import motion*

Actions can be trimmed, looped and adjusted interactively inside
Massive. This means that the Artists who are putting together the agent
can adjust the motion in situation rather than send it back to the
Motion Editors.

The motion blending engine in Massive requires a little extra
information with the actions to determine how to transition from one
action to another. The Action Editor is used to generate these curves
along with Inverse Kinematic curves derived from the motion capture data.

The motion import process takes one or two days for a simple agent and
one to two weeks for a complex combat agent with around 300 individual
actions.


*Build brain*

The brain may be as simple or as complex as required. A simple brain
may take a few minutes to a day to build whereas complex combat brains
can take in excess of 2 weeks, depending on how much use is made of
existing brain modules. A typical locomotion agent brain may be
produced in a day or two by making use of demo agent brain modules.


*Build geometry*

The agents' geometry can be modeled in any 3D package that can provide
Wavefront polygonal .obj files.


* Write shaders & paint textures*

The shaders are written in standard RenderMan SL. They can be previewed
inside Massive or in any system that the shader writer wishes to use.

The textures can be generated in any paint package and should be
provided as Tiff files.


*Attach geometry*

Agents don't need geometry to be visible inside Massive but they do need
geometry to be visible in the final render. Geometry attachment is
specified inside Massive. Massive has it's own skinning algorithm
called Bones. Bones skinning of geometry can be interactively editied
inside Massive, even while an agent is active.

Even though the geometry can be seen in Massive, the files remain
resident on disk. Only references to the geometry files are saved with
the agents. This means that Modellers can be updating the geometry at
any time, independently of the Massive Artists. Since Bones skinning is
a geometry independent algorithm, changes to the geometry usually don't
affect the skinning.

By including simple references to geometry (as well as other agent
assets) within the agent files, assett management can be simplified and
updating of agent components becomes a trivial task.

Geometry attachment can be varied per agent instance. Each piece can be
offset, rotated, scaled, made thicker, or even selected from multiple
options. See Specify varation below for more details


*Attach shaders*

Massive provides for interactive editing shader assignment and
parameters. Custom dialogs are generated automatically for any shaders
that are in the shader path. At any time the currently assigned shaders
can be previewed in a RenderMan render of the current frame by just
clicking on "render" inside Massive.

The texture maps can also be previewed in OpenGL renders.

All shader parameters and texture map assignments can be varied per
agent instance. See Specify varation below for more details.


*Specify variation*

When agents are instanced into the scene, each instance gets it's own
unique values for the agent variables. The ranges and default values of
agent variables are specified for the original agent in Massive. The
values can be set ny expressions which refer to other variables. This
is useful for such things as applying an offset to a piece of geometry
proportional to the thickness of an agent's arms.

Variation can be applied to the following attributes of agents:

    agent scale
    agent thickness
    segment scale
    segment thickness
    geometry offset
    geometry rotation
    geometry scale
    geometry selection
    shader selection
    shader parameters
    texture selection

Agent variables can also be referenced in the brain to affect agent
behavior.
By specifying varation in this way every agent instance can be
completely unique.




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