Step 1Open new scene, go to “Create” and open the option box for“Text”. 首先创建一个新场景,然后再Create菜单中选择Text命令后面的选项盒子 Step 2Adjust the following options then press “create”. 打开text命令的选项盒子后,按照下图设置属性 Step 3Hide the text curves in the “Outliner” by pressing (Ctrl + h). 创建出模型后在Outliner窗口中选择文字曲线按Ctrl + h隐藏曲线 Step 4Select all the letters, then go to “Mesh > Combine”. 接下来选择所有文字模型执行Mesh > Combine合并模型 Step 5Delete the history for the shape, then go to “Modify > Make Live”. 首先删除所有模型的历史记录后执行Modify > Make Live命令 Step 6Switch to “Dynamics Menu” by pressing “F5”, then go to “Particles > Particle Tool (option box)”. 切换到“动力学”模块(按键盘快捷键F5),然后选择Particles > Particle Tool菜单后面的选项盒子打开属性设置面板 Step 7Press on “Reset Tool”, then adjust the settings as shown. 首先单击“Reset Tool”复位所有属性,之后按照下图设置属性 Step 8Hide your grid, switch to the front view, and start to draw on the letters. Make sure to fill from the inside and on the edges as shown. 接下来开始在前视图中给模型“刷”上粒子,确保文字内部都充满粒子(如下图) Notes: 注意事项: 1.Hold the Left Mouse Button and drag anywhere to draw. 1.按住 鼠标左键在文字上面拖动,拖动到的位置就会产生新粒子
2.Try to draw the letters one by one (start from the edges with one stroke then fill inside with the second stroke). 2.可以尝试一步一步的绘制粒子(可以先沿着文字边界绘制一圈粒子,松开鼠标后再在文字内部填充上粒子,这样效率会比较高)
3.If you missed a spot, press only once to fill that spot. 3.如果你忘记填充摸个位置,可以回过头来在重新填充
4.Avoid drawing on the same area again because intensive particle counts will make a sluggish movement. 4.避免再同一个位置重复绘制,因为粒子密度如果不均匀会影响到粒子的运动速度 Step 9Press “Enter” then, in the “Attributes Editor” for the particle shape, go to “Render Attributes > Particle Render Type > Cloud (s/w)”. Note: When you press “Enter” you have to wait for the program to calculate the particles. 单击“回车”键结束绘制,然后打开粒子的属性编辑器(ctrl+a),然后再Render Attributes栏里面设置Particle Render Type为Cloud (s/w)渲染类型。选择好新的粒子类型后您会看到粒子视图中的粒子样子会发生变化 Step 10Press on “Current Render Type”, and set the radius to “0.025”. 然后单击Current Render Type按钮把radius属性设置为0.025 Step 11Hide the original text surface in the outliner, then open “Hypershade” and select the Volumetric Node“particlecloud1”. 在大纲窗口中隐藏掉原始的文字模型,然后打开材质编辑器(Hypershade)选择particlecloud1材质,如下图 Step 12Modify the following attributes for the particle cloud: 按照下图修改粒子云材质属性 Step 13Extend the playback range time to “200 frames”, then select the particles, and go to “Fields > Volume Axis”. 设置场景的帧数到200,然后选择粒子后在执行Fields > Volume Axis,创建一个新的“体积轴向场” Step 14Modify the following attributes for the volume axis field: 按照下图设置volume axis场的属性 Step 15Modify the “Transform Attributes” for the volume field as shown: 接下来在设置volume field场的Transform Attributes栏属性如下图(译者注:这个节点可以先选择场,然后按上箭头,就可以选中了) Step 16On frame “1″, set a key for the volume axis field at “Translate X” with a value of ’20′. 把场景帧跳到第一帧,然后设置volume axis场的Translate X为20. Step 17Go to frame “100″ then set another key for volume axis field “Translate X” with a value of “-3.000″. 把当前帧数跳到100帧,设置Translate X为-3 Step 18Go to “Window > Settings/Preferences > Preferences”. 执行“Window > Settings/Preferences > Preferences命令。打开 maya的全局设置面板 Step 19Select the “particlecloud1” material, set its transparency to “0”, then set a key on the current frame (200). 打开材质编辑器面板,选择particlecloud1材质,然后把当前帧数跳到200,设置材质的transparency为0 Step 20Go to “Window > Settings/Preferences > Preferences”. 执行“Window > Settings/Preferences > Preferences命令。打开maya的全局设置面板,设置maya以逐帧模式播放场景。(翻译者注:应该是原本教程有疏漏,忘记截图了!)
Step 21Go to “Solvers > “Create Particle Disk Cache (option box)”. 首先选择文字粒子,然后选择Solvers > “Create Particle Disk Cache后面的选项盒子,如下图 Step 22Make sure that the options look like following image (except for the scene directory), then press create.Note: Wait for the particles cache to be generated, and until it sto ps at frame 200. 确认属性参数如下图,然后单击create开始创建粒子缓存 Step 23Select the “particlecloud1” material, set its transparency to “0” or a “White” color, and then set a key on the current frame (200). 选择particlecloud1材质,跳转当前帧到200后设置transparency属性到0也就是白色 Step 24Set the current time in the time slider to “160”, change the transparency to “1” or a “Black” color, and then set another key. 然后设置当前帧数到160,设置transparency属性到1也就是黑色,右键选Set Key设置关键字 Step 25Repeat the last 2 steps. Set a key for “Transparency” on frame “20” with a “white” color or a value of “0″, then set a key with a value of “1” or “black” on frame “1”. Now show the original hidden text shape in the “Outliner”. Go to “Display > Show > Show Selection”, or press “Shift + h”. 重复以上两步。在第20帧的位置在Transparency属性设置为白色或者值为0并且右击-选择set key,,然后在第1帧位置设置其属性为黑色或值为1并右击Set Key。现在来在outliner中选择原先的被隐藏的文字: Display > Show > Show Selection来显示被隐藏的文字。
Step 26Switch to Edge Mode by pressing “Ctrl + F10”, then press delete. 按下Ctrl F10进入边模式,然后删除它. Step 27Extrude the text shape to about “0.250” on the “Z axis”. 在Z轴,挤出(Extrude)文字形状大约0.250的厚度。 Step 28Center the text shape to the particles. 把文字形状居中于粒子当中 Step 29Select the text, then separate the letters by going to “Mesh > Separate”. 选择文字,之后通过 “Mesh > Separate”.拆分字母。 Step 30Create 6 new “Blinn” materials with the following settings: 新建6个 Blin材质,具体设置如下图: Step 31Name the 6 Blinn materials as the text letters (Blinn1 = M, Blinn2 = A etc..), and then assign the first one to the letter “M”. 重命名者6个Blin材质,与每个字母一一对应(Blinn1 = M, Blinn2 = A 以此类推..),之后镶嵌第一个材质给字母M。 Step 32Go to frame “66″ and set a key for the “M” material “Transparency” with the color set to “White” or “0″, then go to frame “64″ and set another key whith the color set to “Black” or “1″. 到底66帧,材质M属性编辑器下面的Transparency属性设置为白色或者值为0,右击Set Key,之后到64帧,Transparency设置为黑色或者值为1并右击Set Key。 Step 33Assign the “A” material for the second letter, then go to frame “54″ and set a key for the “Transparency” with the color set to “White” or “0″, then go to frame “52″ and set another key with the color set to “Black” or “1″. 镶嵌A 材质给第二个字母,后到54帧 给Transparency属性设置为白色或者数值0并且Set Key,之后到第52帧 设置成黑色或者数值1并Set Key。 Step 34Repeat these steps for the rest of the letters simply by using the following chart: 跟随下面的图标,为剩下的字母重复这些步骤 Material(Letter):材质(字母) Current Time: 当前帧 White/Transparency: 白色/透明度 Black/Transparency: 黑色/透明度 Step 35Make sure that the default light is turned on from the “Render Settings” and no other light source exists in your scene. 确保在渲染设置中,默认灯光为打开的,且在你的场景中没有其他任何光源。 Step 36You can now render the scene to video (AVI) or sequenced images (TIFF) from any camera view, and then reverse your animation in any video editing software (Adobe Premiere, After Effects, Sony Vegas, etc). 现在你可以选择任何 摄像机角度 渲染这个场景为视频(AVI)或者图片序列(TIFF),之后在任何视频编辑软件中((Adobe Premiere, After Effects, Sony Vegas,等等)进行反向播放的操作 Notes: 1.Render 1 extra still image at frame 1 and place it at the end of the video in your video editing program to allow the logo to appear for longer. 注意 1.多渲染1张第一帧的图像并在你的视频编辑软件当中把它放于视频最后以使得Logo出现的时间更久一点点。 2.Changing the Volume Axis Field attributes will show a noticeable change in the particles motion, also using other fields will create different cool effects. 2.改变‘体积轴向场’(Volume Axis Field)的属性会对粒子动态产生显而易见的改变,并且使用其他的‘场’(fields)会创造其他有趣的效果
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