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ij¸¯ÅÍ ¼Â¾÷ Å×Å©´Ð : 3ds Max 2010[°³Á¤Áõº¸ÆÇ]

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2013³â 9¿ù 9ÀÏ ÀÌÈÄ ´©Àû¼öÄ¡ÀÔ´Ï´Ù.

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°øÀ¯Çϱâ
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  • ÃâÆÇ»ç : ºñ¿¤ºÏ½º
  • ¹ßÇà : 2016³â 03¿ù 30ÀÏ
  • Âʼö : 776
  • Á¦Ç°±¸¼º : Ã¥+DVD:1
  • ISBN : 9788996468646
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3ds MaxÀÇ IK, Bone, Controller µîÀ» ÀÌ¿ëÇÑ Ä³¸¯ÅÍ ¼Â¾÷ Àü¹®¼­

ÀÌ Ã¥Àº 3ds Max¸¦ »ç¿ëÇØ¼­ °ÔÀÓ¿ë ij¸¯Å͸¦ ¼Â¾÷ÇÏ´Â ¹æ¹ý¿¡ ´ëÇØ¼­ ´Ù·ç´Â Ã¥ÀÌ´Ù. ƯÈ÷ ¹ÙÀÌÆÐµå¿Í ÇÔ²² Bone°ú Controller¸¦ Á¦¾îÇϸç 3D ij¸¯Å͸¦ ¼Â¾÷ÇÏ´Â °úÁ¤ÀÌ ÀÌ Ã¥ÀÇ ÇÙ½ÉÀ̸ç À̸¦ À§ÇØ ¿À·£ ½Ç¹«¸¦ °æÇèÇØ ¿Â ÀúÀÚÀÇ °í±Þ ³ëÇÏ¿ìµéÀÌ °ø°³µÈ´Ù. Ã¥ ³»¿ëÀÇ ´ëºÎºÐÀÌ °ÔÀÓ °³¹ßÀ» Áß½ÉÀ¸·Î ¼³¸íÀÌ µÇ°ÚÁö¸¸, 3ds Max Åø(IK, Bone, Controller µî)À» °øºÎÇϱâ À§ÇÑ ¸ñÀûÀ¸·Îµµ ÁÁÀº Âü°í¼­°¡ µÉ °ÍÀÌ´Ù.

ÃâÆÇ»ç ¼­Æò

IK / FK? Bone? Controller? Max Script? °³³äºÎÅÍ Àâ¾ÆÁØ´Ù!
ÀÌ Ã¥Àº ij¸¯ÅÍ ¼Â¾÷À» À§ÇØ ¹Ýµå½Ã ¾Ë¾ÆµÎ¾î¾ß ÇÒ ±âº» °³³äµé, Áï 3D ÁÂÇ¥°èÀÇ ÀÌÇØºÎÅÍ IK, Bone, °¢Á¾ Controller¿Í Max Script µî¿¡ ´ëÇÑ °³³ä°ú ¿ø¸®¸¦ Â÷±ÙÂ÷±Ù ¼³¸íÇϰí, '½ÇÀü ¿¹Á¦' ÆíÀÇ Áß/°í±Þ ¿¹Á¦¸¦ ÅëÇØ¼­ ½ÇÀü¿¡¼­ Ȱ¿ëÇØº»´Ù.

ÃÑ 768ÆäÀÌÁö, 230¿©°³ÀÇ 3ds Max ¿¹Á¦ÆÄÀÏ, 70¿©°³ÀÇ µ¿¿µ»ó ¿¹Á¦ ¼ö·Ï
´Ü¼øÈ÷ µû¶óÇϱâ Çü½ÄÀÇ ¹¯Áö¸¶ Æ©Å丮¾óÀÌ ¾Æ´Ñ ½ÇÁ¦ °³³ä°ú ¿ø¸®¸¦ ±ú¿ìÄ¥ ¼ö ÀÖµµ·Ï ÃÑ 230¿©°³ÀÇ 3ds Max ÆÄÀϰú 70¿©°³ÀÇ µ¿¿µ»ó ¿¹Á¦°¡ Á¦°øµÈ´Ù. ƯÈ÷ ÀúÀÚÀÇ ¸ñ¼Ò¸®¸¦ Á÷Á¢ µè°í ¹è¿ì´Â 35°³ÀÇ ½ÇÀü µ¿¿µ»ó °­ÁµéÀº ÀÌ Ã¥ÀÇ µ¶Àڵ鿡°Ô ´Üºñ¿Í °°Àº ÄÜÅÙÃ÷°¡ µÉ °ÍÀÌ´Ù.

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[°³Á¤Áõº¸ÆÇ¿¡¼­ º¯°æµÈ Á¡]
- º»¹® ³»¿ëÀÇ ¿À·ù ¼öÁ¤ ¹× ÃÖ±Ù À̽´µé ¹Ý¿µ
- ±âÁ¸ ½ºÅ©¸³Æ®µéÀÇ Ãֽо÷µ¥ÀÌÆ® ¹× »õ·Î¿î ½ºÅ©¸³Æ® ¼Ò°³
- ÀúÀÚ µ¿¿µ»ó °­Á Ãß°¡
- Ç¥Áö¿¡ »ç¿ëµÈ ¿©¼ºÄ³¸¯ÅÍ(ºñŰ)ÀÇ ¸®±ë µ¥ÀÌÅÍ Á¦°ø

ÀÌ·± ºÐµé²² ÃßõÇÕ´Ï´Ù.
ÀÌ Ã¥Àº, ¸ðµ¨¸µÀ̳ª ¸ÅÇÎÀº ÀÚ½ÅÀÖÁö¸¸ ÀÚ½ÅÀÌ ¸¸µç ¸ðµ¨¸µ °á°ú¸¦ ¾Ö´Ï¸ÞÀÌ¼Ç Çϱâ À§Çؼ­ ¹ÙÀÌÆÐµå(Biped) ¶Ç´Â º»(Bone)¿¡ ¿¬°áÇÏ´Â ÀÛ¾÷, Áï ¼Â¾÷ ȤÀº ¸®±ë(Rigging)¿¡¼­ Ç×»ó ¾î·Á¿òÀ» °Þ´Â ºÐµé¿¡°Ô ÁÁÀº ¹æÇâÀ» Á¦½ÃÇØ ÁÙ °ÍÀÌ´Ù. °ÔÀÓ °³¹ßÀÚ¿¡¼­ ij¸¯ÅÍ ¾Ö´Ï¸ÞÀ̼ÇÀ» ²Þ²Ù´Â ºÐÀ̶ó¸é ´©±¸¿¡°Ô³ª Å« µµ¿òÀÌ µÉ °ÍÀÌ´Ù.

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ÀÌ Ã¥¿¡´Â ±â¼úÀÌ ÀÖ°í °¨°¢ÀÌ ÀÖÀ¸¸ç °æÇèÀÌ ÀÖ½À´Ï´Ù. ´Ù¾çÇÑ ºÐ¾ßÀÇ ¾î·Á¿î ³»¿ëÀº ¼ö¸¹Àº 3ds Max ¿¹Á¦ ÆÄÀϰú µ¿¿µ»ó °­ÁµéÀ» ÅëÇÏ¿© µ¶ÀÚµéÀÇ ÀÌÇØ¸¦ µ½°íÀÚ ÇÏ¿´½À´Ï´Ù. Å×Å©´ÏÄà ¾ÆÆ¼½ºÆ®¸¦ Áö¸ÁÇÏ´Â °ÔÀÓ °³¹ßÀÚ¿Í ÃÊ/Áß±Þ ¾Ö´Ï¸ÞÀÌÅÍ¿¡¼­ °í±Þ Å×Å©´ÏÄà ¾Ö´Ï¸ÞÀÌÅ͸¦ Áö¸ÁÇÏ´Â ºÐµé¿¡°Ô ±³°ú¼­¿Í °°Àº ¼­ÀûÀÌ µÉ °ÍÀ̸ç, °ÔÀÓ °³¹ßÀÚµéÀ» À§ÇÑ Çʵ¶¼­·Î¼­ ¾ðÁ¦³ª Ã¥ÀåÀÇ ÇÑ ÄÒ¿¡ ¼ÒÁßÇÏ°Ô ³²¾Æ ÀÖÀ» °ÍÀÔ´Ï´Ù.
- Á¤Á¾ÇÊ / û°­¹®È­»ê¾÷´ëÇÐ °ÔÀÓ ÄÜÅÙÃ÷ ½ºÄð ±³¼ö

ÀÌ Ã¥Àº ¿©·¯°¡Áö Àǹ̿¡¼­ ±¹³» 3D °ÔÀÓ ¾ÆÆ¼½ºÆ®µé¿¡°Ô ¸¹Àº ¿µ°¨À» ÁÙ °ÍÀÔ´Ï´Ù. ƯÈ÷ ij¸¯ÅÍ ¸®°Å(Rigger) »Ó¸¸ ¾Æ´Ï¶ó Å×Å©´ÏÄà ¾ÆÆ¼½ºÆ® ¹× ¾Ö´Ï¸ÞÀÌÅÍ µéµµ ÀڽŵéÀÇ ÁÖ¿ä ¾÷¹«¿¡ ´ëÇÑ ±Ùº»ÀûÀÎ °³³ä°ú ÀÌÇØµµ¸¦ ³ô¿©ÁÙ ¼ö ÀÖÀ» °ÍÀÔ´Ï´Ù. ÇлýÀº ÀÌ Ã¥ÀÇ ¼öÁØ ³ôÀº ¿¹Á¦¿Í ¼³¸íµéÀ» ÅëÇØ¼­ ¼Â¾÷ ¹× ¸®±ë ºÐ¾ß·Î ¶Ù¾îµé ¼ö ÀÖÀ» °ÍÀ̶ó »ý°¢ÇÕ´Ï´Ù. ¶ÇÇÑ ÀÌ¹Ì Çö¾÷¿¡ Á¾»çÇϰí ÀÖ´Â ºÐÀÌ¶óµµ ÀÌ Ã¥À» ÅëÇØ¼­ ÇÑ ´Ü°è ³ô°Ô ¿Ã¶ó¼³ ¼ö ÀÖÀ» °ÍÀÔ´Ï´Ù.
- ±èÃæÈ¿ / ³Ø½¼(Nexon) µ¥ºêĹ ½ºÆ©µð¿À, Technical Art Director

¸ñÂ÷

Part 01 | °³³äÀ» ÀâÀÚ
Chapter 01 | ÁÂÇ¥°è(Coordinate System)
1. ·ÎÄà ÁÂÇ¥¿Í ¿ùµå ÁÂÇ¥
2. ·ÎÄà Ʈ·£½ºÆûÀ» ¡ÆÁ¦·Î °íÁ¤Çϱâ
3. ºÎ¸ð(Parent)ÀÇ È¸Àü
4. ¹Ýµå½Ã ¾Ë¾Æ¾ß ÇÏ´Â °³³ä
5. Æ®·£½ºÆû Àû¿ëÇϱâ
6. ÀÀ¿ëÇϱâ

Chapter 02 | º»(Bone)
1. º»(Bone)ÀÇ »ý¼º
2. º» Åø(Bone Tools)
3. óÀ½Çغ¸´Â Max Script
4. Bone ToolsÀÇ »ç¿ë
5. º»(Bone)ÀÌ °©Àڱ⠿òÁ÷ÀÌÁö ¾Ê´Â´Ù¸é?
6. Link Display
7. º»(Bone)ÀÇ °Ñ¸ð½ÀÀº Áß¿äÇÏÁö ¾Ê´Ù

Chapter 03 | ¿ÀÀÏ·¯¿Í ÄõÅʹϾð
1. ¿ÀÀÏ·¯(Euler)¿Í Áü¹ú¶ô(Gimbal-Lock)
2. ÄõÅʹϾð
3. Script Controller·Î »ìÆì º» ÄõÅʹϾð(Quaternion)
4. ¿ÀÀÏ·¯¿Í ÄõÅʹϾðÀÇ ºñ±³
4-1. 360µµ ȸÀü
4-2. Áü¹ú¶ô
4-3. Ä¿ºê(Curve) ÄÁÆ®·Ñ
4-4. Max Script

Chapter 04 | Hierachy
1. ±âº» °³³ä
2. Pivot
2-1. Adjust Pivot ·Ñ¾Æ¿ô
2-2. Working Pivot ·Ñ¾Æ¿ô
2-3. Adjust Transform ·Ñ¾Æ¿ô
2-4. Skin Pose ·Ñ¾Æ¿ô

3. Link Info
3-1. Locks ·Ñ¾Æ¿ô
3-2. Inherit ·Ñ¾Æ¿ô

4. Inherit¿Í Reset Scale
4-1. Inherit
4-2. Reset scale
4-3. Reset Stretch

5. IK(Inverse Kinemetrics)
5-1. IK ºÐ·ù
5-2. CAT(Character Animation Tools)°ú ¹ÙÀÌÆÐµå(Biped)
5-3. Puppet Shop
5-4. ¹ÙÀÌÆÐµå IK »ç¿ëÇϱâ
oÁÂÇ¥°è(Coordinate system) - Body & Object
oBlend Àû¿ëÇϱâ
oBlend¿Í Ä¿ºê ÆíÁý
5-5. º»(Bone)ÀÇ IK »ç¿ëÇϱâ
oHisolver ¿¹Á¦
oInteractive IK ¿¹Á¦
oInteractive IK¿Í ÀÏ¹Ý IKÀÇ Â÷ÀÌ
oIK ¹öưÀÇ ±â´É
5-6. ¹ÙÀÌÆÐµå(Biped)¸¦ »ç¿ëÇÒÁö º»(Bone)À» »ç¿ëÇÒÁö

Chapter 05 | Controller
1. Controller ÀÌÇØÇϱâ
1. Controller ¿¹Á¦
2. Controller¿¡ Á¢±ÙÇϱâ
3. ControllerÀÇ ºÐ·ù¿Í ±¸Á¶
4. Controller¿Í Constraint
5. Àû¿ëµÈ ControllerÀÇ Á¾·ù »ìÆìº¸±â

2. Controller ¼Ó¼º º¯°æ
2-1. ÀýÂ÷ÀûÀÎ (Procedural) Controller ¼Ó¼º º¯°æ
2-2. ŰÇÁ·¹ÀÓ(Keyframe)À» »ç¿ëÇÏ´Â Controller ¼Ó¼º º¯°æ
oÄ¿ºê ¿¡µðÅÍ¿¡¼­ Ű Á¤º¸¸¦ »ìÆìº¸±â
oMotion ÆÇ³Ú¿¡¼­ Ű Á¤º¸¸¦ »ìÆìº¸±â
oÆ®·¢ ¹Ù(Track bar)¿¡¼­ Ű Á¤º¸¸¦ »ìÆìº¸±â
2-3. ¾Æ¹«·± ¼Ó¼ºµµ Ç¥½ÃµÇÁö ¾Ê´Â Controller

3. Controller ÁöÁ¤Çϱâ
3-1. Æ®·¢ºä¿¡¼­ ÁöÁ¤Çϱâ
3-2. Motion ÆÇ³Ú¿¡¼­ ÁöÁ¤Çϱâ
3-3. Animation ¸Þ´º¿¡¼­ ÁöÁ¤Çϱâ
3-4. Controller º¹»çÇÏ°í ºÙÀ̱â
3-5. ¹ÙÀÌÆÐµå ¸ð¾ç ¹Ù²Ù±â

4. Default Controller ¼³Á¤
5. ÀϹÝÀûÀÎ ¸ñÀûÀÇ Controller
5-1. Bezier Controller
oNormalize Time
oConstant Velocity
oFree handle
5-2. TCB Controllers
5-3. Linear Controller
5-4. Noise Controller
oAnimation Range
oSeed
5-5. XYZ Controller
oPosition XYZ
oEuler XYZ
o¾Ö´Ï¸ÞÀÌ¼Ç Å° ºÐ¸®Çϱâ
5-6. Audio Controller

6. Ư¼öÇÑ ¸ñÀûÀÇ Controller
6-1. List Controller
oList Controller Àû¿ëÇϱâ
o¼¯ÀÌ´Â ¼ø¼­
o¼¼ºÎ Á¶Àý
oPose to Pose
oZero Transform
6-2. Parameter Wiring
oParameter Wire ¶õ
o±âº» Ȱ¿ë ¿¹Á¦
o´Ù¾çÇÑ Á¢±Ù ¹æ¹ý
o¿¬°áµÇ´Â °ªÀº ·ÎÄÃÀΰ¡ ¿ùµåÀΰ¡?
oScript Ȱ¿ë
6-3. Reaction Controllers
oReaction Controller ¶õ?
o°£´ÜÇÑ ¿¹Á¦
o¿ì»ê ¿¹Á¦
o¾ûµ¢ÀÌ °üÀý
o¼¼ºÎ ±â´É
6-4. Motion Capture Controller
oMotion Capture ControllerÀÇ ¿ªÇÒ
oÀû¿ë ¼ø¨ù
o¾î¶² °æ¿ì¿¡ »ç¿ëÇϴ°¡?

7. Æ®·£½ºÆû Á¦¾î(Controlling Transforms)
1. Link Constraint
2. Position / Rotation / Scale Controller
3. Transform Script Controller
4. XRef Controller

8. Animation Constraints(¾Ö´Ï¸ÞÀÌ¼Ç ÄÁ½ºÆ®·¹ÀÎÆ®)
8-1. LookAt Constraint
oAdd LookAt Target
oDelete LookAt Target
oWeight
oKeep Initial Offset
oViewline Length, Viewline Length Absolute
oSet Orientation
oReset Orientation
oSelect LookAt Axis
oSelect Upnode
oUpnode Control
oSource/Upnode Alignment
8-2. Orientation Constraint
oAdd Orientation Target
oAdd World as Target
oDelete Orientation Target
oWeight
oKeep Initial Offset
oTransform Rule
8-3. Path Constraint
oAdd Path, Delete Path, Weight
o% Along Path
oFollow, Bank
oBank Amount
oSmoothness
oAllow Upside Down
oConstant Velocity
oLoop
oRelative
oAxis, Flip
8-4. Position Constraint
oAdd position target
oDelete position target
oWeight
oKeep Initial Offset
8-5. Attachment Constraint
oÀÛ¾÷ ¹æ¹ý
oAttach To ±×·ì
oUpdate group
oKey Info group
oTCB group
8-6. Surface Constraint
oÀû¿ëÇϱâ
oSurface Options ±×·ì

9. ±âŸ Controller
9-1. Limit Controller(¸®¹ÌÆ® ÄÁÆ®·Ñ·¯)
oLimit Controller¶õ?
oLimit ControllerÀÇ Á¦¾à»çÇ×
oLimit ControllerÀÇ Àû¿ë
o±â´É ¼³¸í
o¿ìŬ¸¯ ¸Þ´º
9-2. Spring Controller
o°£´ÜÇÑ ¿¹Á¦
o¿©·¯ °³ÀÇ °í¹«ÁÙ
o±â´É ¼³¸í
oSpring ControllerÀÇ ´ÜÁ¡°ú º¸¿Ï

9-3. Waveform Controller
9-4. Look At Controller
9-5. Smooth Rotation Controller
9-6. On/Off Controller, Boolean Controller
9-7. Layer Controller
o°³¿ä
o°£´ÜÇÑ ¿¹Á¦
o±â´É ¼³¸í
oFacial Rigging(ÆäÀÌ¼È ¸®±ë)¿¡ ÀÀ¿ëÇϱâ
oLayer Controller »ç¿ë ½Ã ÁÖÀÇÇÒ Á¡

Special Section_01 | Expression
Chapter 01 | Expression À̶õ?
1. Expression Controller
2. Script Controller¿ÍÀÇ ºñ±³

Chapter 02 | º¯¼ö¿Í »ó¼ö »ç¿ëÇϱâ
1. ¿¹¾à º¯¼ö
2. ¿¹¾à »ó¼ö
3. ½ºÄ®¶ó(Scalar) º¯¼ö¿Í º¤ÅÍ(Vector) º¯¼ö
4. Tick Offset

Chapter 03 | ¿¬»êÀÚ
1. ½ºÄ®¶ó(Scalar) »ê¼ú ¿¬»êÀÚ
2. ½ºÄ®¶ó(Scalar) °ü°è ¿¬»êÀÚ¿Í ³í¸® ¿¬»êÀÚ
3. º¤ÅÍ(Vector) ÄÄÆ÷³ÍÆ® ¿¬»êÀÚ
4. º¤ÅÍ(Vector) »ê¼ú ¿¬»êÀÚ
5. ¿¬»êÀÇ ¿ì¼± ¼øÀ§
6. º¤ÅÍÀÇ ³»Àû°ú ¿ÜÀû

Chapter 04 | ÇÔ¼ö »ç¿ëÇϱâ
1. ÇÔ¼öÀÇ °³³ä
2. »ï°¢ ÇÔ¼ö
3. Áö¼ö ÇÔ¼ö, ·Î±×, ÀÚ¿¬ ·Î±×
4. ¶óµð¾È°ú °¢µµ º¯È¯ ÇÔ¼ö
5. ¼Ò¼öÁ¡ ¿Ã¸²°ú ¹ö¸² ÇÔ¼ö
6. ÀϹÝÀûÀÎ ÇÔ¼ö
7. Á¶°Ç ÇÔ¼ö
8. º¤ÅÍ ÇÔ¼ö
9. º¯¼öÀÇ ÁÂÇ¥°è
10. Expression ControllerÀÇ ´Ù¾çÇÑ Àû¿ë

Special Section_02 | Max Script & Script Controller

Chapter 01 | Script Listener
1. Macro Recorder
2. °£´ÜÇÑ Script ±¸¹®À» ½ÇÇàÇÏ°í ¸®ÅÏ °ªÀ» ¸ð´ÏÅ͸µ
3. µð¹ö±ë
4. Max Script µð¹ö°Å

Chapter 02 | as
Chapter 03 | ¼Ò½º ÄÚµå ·¹À̾ƿô°ú ÁÖ¼®
Chapter 04 | Macro Script(¸ÅÅ©·Î ½ºÅ©¸³Æ®)
1. Macro ScriptÀÇ ºü¸¥ »ý¼º
2. Macro ScriptÀÇ ¹öư º¯°æ
3. Script ·¹ÆÛ·±½º ¹®¨ù ¾î¶»°Ô Àд°¡?
4. Macro ScriptÀÇ ¼öµ¿ »ý¼º
5. Macro ScriptÀÇ ¹®¹ý ¼³¸í
6. Űº¸µå ´ÜÃàŰ, Åø ¹Ù, Äõµå ¸Þ´º, ÀÏ¹Ý ¸Þ´º¿¡ µî·ÏÇϱâ
7. ³ª¸¸ÀÇ ¾ÆÀÌÄÜ Ãß°¡

Chapter 05 | ¿¹¾à¾î
Chapter 06 | º¯¼ö
1. º¯¼ö¶õ?
2. À̸§
3. º¯¼öÀÇ Á¾·ù
3-1. ÀÏ¹Ý º¯¼ö
3-2. ¹è¿­ º¯¼ö

Chapter 07 | ±¸Á¶Ã¼(Structure)
Chapter 08 | ±âÁØ ÁÂÇ¥°è¿Í Max Script
Chapter 09 | µ¥ÀÌÅÍ Çü(Data type)
1. ¼ýÀÚ(Number Values)
2. ¹®ÀÚ¿­ (String Values)
3. Point3, Point2 Values
4. Matrix3 Values
5. ÄõÅʹϾð(Quat Values)°ú ¿ÀÀÏ·¯(EulerAngles Values)
5-1. Script·Î ¿ÀºêÁ§Æ®ÀÇ È¸Àü °ª¿¡ Á¢±ÙÇϱâ
5-2. ¿ÀÀÏ·¯ ȸÀü °ªÀÇ ´©Àû°ú Controller Á¢±Ù
5-3. ÄõÅʹϾ𠿬»ê°ú slerp(Spherical Linear Interpolation) ÇÔ¼ö

Chapter 10 | Ä÷º¼Ç(Collections)
1. NodeChildrenArray
2. ObjectSet
3. Pathname

Chapter 11 | ScriptÀÇ È帧 Á¦¾î
1. If
2. For

Chapter 12 | ÇÔ¼ö(Function) 429
1. ¿¹Á¦·Î »ìÆìº¸´Â ÇÔ¼ö ¸¸µé±â
2. ¸®ÅÏ(Return)
3. ÆÄ¶ó¹ÌÅÍ(parameter) ¾øÀÌ ÇÔ¼ö ½ÇÇàÇϱâ
4. ÇÔ¼öÀÇ ¹®¹ý°ú ÆÄ¶ó¹ÌÅÍ(Parameter)

Chapter 13 | º¯¼öÀÇ ½ºÄÚÇÁ(Scope)
1. ½ºÄÚÇÁ¶õ?
2. ½ºÄÚÇÁÀÇ ·¹º§(level)
3. Lexical Scoping
4. ½ºÄÚÇÁ °³³äÀ» ´Ù ¾Ë¾Æ¾ß Çϴ°¡?

Chapter 14 | Script Contoller´Â ÇÔ¼ö(fuction)ÀÌ´Ù.

Part 2 | ÀÛ¾÷ ½ºÅ¸ÀÏ
Chapter 01 | ¼±ÅÃÀº ¹Ýµå½Ã ¼±ÅÃ Åø·Î ÇÏÀÚ
Chapter 02 | À¯¿ëÇÑ ´ÜÃàŰ ÁöÁ¤
1. ºäÆ÷Æ®(Viewport) ÄÜÆ®·Ñ
2. Viewport Box Mode Toggle
3. Coordinate System º¯È¯
4. Align
5. ´ÜÃàŰÀÇ º¯°æÀÇ ´ÜÁ¡

Chapter 03 | ÀÛ¾÷ ±Ô¾à(Convention)ÀÇ Á߿伺
Chapter 04 | Dummy º¸´Ù´Â Æ÷ÀÎÆ® ÇïÆÛ¸¦ »ç¿ëÇÏÀÚ
Chapter 05 | ¹ÙÀÌÆÐµå´Â µÎ²®°Ô ¸¸µéÀÚ
Chapter 06 | º¹ÀâÇÑ °èÃþ ±¸Á¶¿Í ÃÖÀûÈ­
1. µ¥ÀÌÅÍ Export ´Ü°è¿¡¼­ ÃÖÀûÈ­
2. °èÃþ ±¸Á¶ÀÇ ºÐ¸®
3. ¿ì¸® ¿£Áø¿¡¨ù Ư¼öÇÑ ÄÁÆ®·Ñ·¯¸¦ ½áµµ µÇ³ª¿ä?

Part 03 | ½ÇÀü ¿¹Á¦ | ij¸¯ÅÍ ¸®±ë
Chapter 01 | ½ÃÀÛÇϱâ Àü¿¡
1. ¹ÙÀÌÆÐµå¿¡ ´ëÇØ¼­
2. ½ºÅ°´×(Skinning)¿¡ ´ëÇØ¼­
3. ij¸¯ÅÍ ¸®±ëÀº º¹ÇÕÀûÀÎ ÀÛ¾÷

Chapter 02 | ¹Ý ÀÚµ¿ ¸ñ(Neck)
1. Point1
2. Bone01
3. ¸ñ(Neck) º»(Bone) º¸´Ù ´õ ¸¹Àº °æ¿ì

Chapter 03 | ĵµð ·¦(Candy wrap) Çö»ó°ú Áß°£ º»
1. Áß°£ º»

Chapter 04 | ¼Õ¸ñ Æ®À§½ºÆ®
1. ¼Õ¸ñ Æ®À§½ºÆ® º»Àº ¿Ö ÇÊ¿äÇѰ¡
2. ´Ù¾çÇÑ Á¢±Ù ¹æ½Ä
3. ÀÏ¹Ý º»À¸·Î ¼Õ¸ñ Æ®À§½ºÆ® ¸¸µé±â

Chapter 05 | ÆÈ²ÞÄ¡¿Í ¹«¸­
1. ĵµð ·¦
2. °üÀýÀÇ À§Ä¡¿Í ½û±â²Ã Çö»ó
3. ½û±â²Ã ¹«¢¬À» ¡ÆÁ¦·Î ¹ú·ÁÁÖ±â
4. °üÀý ±¸Á¶ º¯°æÀ¸·Î ½û±â²Ã ¹«¢¬ ÇØ°áÇϱâ
5. °Å²Ù·Î µÚÁýÈù °ª ¸¸µé±â

Chapter 06 | °Üµå¶ûÀÌ
Chapter 07 | Æ®À§½ºÆ® Çø³(Twist flip) Çö»ó ÇØ°áÇϱâ
Chapter 08 | Æ®À§½ºÆ®(Twist)¸¦ À§ÇÑ ¿§Áö ±¸¼º
Chapter 09 | ¾î±ú
1. ¾î±ú Æ®À§½ºÆ®¸¦ À§ÇÑ Æú¸®°ï ±¸Á¶
2. ¾î±ú º» ±¸Á¶
3. »ï°¢±Ù º»ÀÇ ÀÀ¿ë
4. Æ®À§½ºÆ® º»ÀÇ ÀÀ¿ë
5. ¹ÙÀÌÆÐµå¿¡¼­ Á¦°øÇÏ´Â »ó¹Ú Æ®À§½ºÆ® º»

Chapter 10 | Parameter Editor
Chapter 11 | ²¿¸®¿Í Æ÷´Ï Å×ÀÏ
1. ²¿¸® ¸¸µé±â
1-1. Çø³(Flip) Çö»óÀ» °³¼±ÇÑ Spline IK Á¦ÀÛ
1-2. Stretch ÄÁÆ®·Ñ Ãß°¡
1-3. Tentacle Ư¼º Ãß°¡
1-4. Twist ÄÁÆ®·Ñ Ãß°¡
2. Æ÷´Ï Å×ÀÏ ¸¸µé±â
3. ½ºÇÁ¸µ Å×ÀÏ(Spring Tail)
4. Custom Spline IK

Chapter 12 | ¾È±¸¿Í ½Ã¼±Ã³¸®
1. Ÿ°ÙÀ» ¹Ù¶óº¸±â
2. °¢µµ Á¦ÇÑ
3. ½Ç»ç ½ºÅ¸ÀÏÀÇ ´«°ú Ä«Å÷(Cartoon) ½ºÅ¸ÀÏÀÇ ´« ±¸Á¶
3-1. °¢ ½ºÅ¸ÀÏÀÇ Æ¯Â¡°ú À̽´
3-2. ÀúÆÐ´Ï¸ÞÀÌ¼Ç ½ºÅ¸ÀÏ
3-3. ¾ËÆÄ ¼ÒÆÃ(Alpha Sorting)
3-4. ´«µ¿ÀÚÀÇ ¿òÁ÷ÀÓ
4. ½Ã¼± Ÿ°ÙÀÇ IK¿Í FK
4-1. SOX Align Modifier

Chapter 13 | ¿©¼º °¡½¿
1. °èÃþ ±¸Á¶
2. ½ºÇÁ¸µ Ÿ°Ù ÄÁÆ®·Ñ°ú ´ëĪ ±¸Á¶ ¸¸µé±â

Chapter 14 | ¾ûµ¢ÀÌ
1. ¹ÙÀÌÆÐµå Çã¹÷Áö Æ®À§½ºÆ®
2. º»À¸·Î Çã¹÷Áö Æ®À§½ºÆ® ¸¸µé±â
3. ¾ûµ¢ÀÌ Áß°£ º» ¸¸µé±â
4. Orientation Constraint ¹æ½ÄÀÇ ¾ûµ¢ÀÌ º»
5. Reaction Controller ¹æ½ÄÀÇ ¾ûµ¢ÀÌ º»

Chapter 15 | ¼Õ°¡¶ô
1. ¼Õ°¡¶ô º»ÀÇ ±¸¼º
2. ¼Õ°¡¶ô ¾Ö´Ï¸ÞÀ̼Ç
1. Custom parameter ¹æ½ÄÀÇ ¼Õ°¡¶ô ¸®±ë
2. Æ÷½ºÃÄ ºí·£´õ(SOX Posture Blender) ¼Ò°³
3. Æ÷½ºÃÄ ºí·£´õ·Î ÀÛ¾÷ÇÏ´Â ¼Õ°¡¶ô ¾Ö´Ï¸ÞÀ̼Ç
4. Æ÷½ºÃÄ ºí·£´õÀÇ ¼¼ºÎ ±â´Éµé

Chapter 16 | ±ÙÀ° º» ¸¸µé±â
1. °¡Àå ±âº»ÀûÀÎ ±ÙÀ° º»
2. Stretch¿Í ScaleÀÇ Â÷ÀÌÁ¡
3. Squash¸¦ ´Ù¸¥ ºñÀ²·Î Àû¿ëÇϱâ
4. ÇÁ·ÎÁ§Æ®¿¡¼­ ½ºÄÉÀÏ ¾Ö´Ï¸ÞÀ̼ÇÀ» »ç¿ëÇÒ ¼ö Àִ°¡
5. À§Ä¡ ¾Ö´Ï¸ÞÀ̼ÇÀ¸·Î ´Ã¾î³ª´Â È¿°ú ¸¸µé±â
6. ½ÇÁ¦ °üÀý¿¡ Àû¿ëÇϱâ

Chapter 17 | ´ëÈä±Ù / ±¤¹è±Ù 610
1. ´ëÈä±ÙÀ» À§ÇÑ ±ÙÀ° º» Áغñ
2. LookAtÀ» ÀÌ¿ëÇÑ ºÎê»ì ¹æ½Ä (2L)
3. Reaction Controller ¹æ½Ä
4. Wire Parameter¸¦ ÀÌ¿ëÇÑ ¹æ½Ä
5. »Ñ¸®ÀÇ À§Ä¡¿Í ¾î±ú Æ®À§½ºÆ® º»

Chapter 18 | ¸ñ ±ÙÀ°
1. Èä¼âÀ¯µ¹±Ù
2. ½Â¸ð±Ù

Chapter 19 | À̵ιڱÙ
Chapter 20 | ÆäÀ̼È
1. Mirror Tool°ú Æ÷½ºÃÄ ºí·£´õ
2. ´«½ç
3. ´« ÁÖº¯
4. Çϰü

Chapter 21 | º»À¸·Î ¸¸µå´Â °ñ°Ý
1. IK-Joe¿¡ ´ëÇØ¨ù
2. Ç㸮
3. ÆÈ
4. ´Ù¸®
5. FK-IK Blend
6. Stretch

Chapter 22 | ·£µðÀÇ ÃÖÁ¾ ¼Â¾÷ »ìÆìº¸±â

Part 04 | ½ÇÀü ¿¹Á¦ | ¸ÞÄ«´Ð
Chapter 01 | ¸ÞÄ«´Ð ¸®±ë
1. ¾×Ãß¿¡ÀÌÅÍ(Actuator)
2. ÇǽºÅæ(Piston)
3. ¸ðÅÍ(Motor) ¸¸µé±â
4. ¹ÙÄû(Wheel)
4-1. ÀÚµ¿ ¹æÇâ°ú ȸÀü
4-2. Áö¸éÀ» µû¶ó ¿òÁ÷À̱â

Part 05 | ½ÇÀü ¿¹Á¦ | ½Ã¹Ä·¹À̼Ç
Chapter 01 | ½Ã¹Ä·¹À̼Ç
1. ¸Ó¸®Ä«¶ô°ú Ä¡¸¶
1-1. ªÀº ±æÀÌ
1-2. Áö±Û º» + ±ä ±æÀÌ
1-3. ½Ã¹Ä·¹ÀÌ¼Ç + ±ä ±æÀÌ
1-4. 3ds Max ½Ã¹Ä·¹À̼ÇÀ» º»¿¡ Àû¿ëÇϱâ
2. üÀΰú »ç½½
3. ·¢ µ¹(Rag doll)
4. ½Ç½Ã°£ ¾Ö´Ï¸ÞÀ̼ǰú ½½·¹ÀÌºê º»(Slave bone)
4-1. Blend ¹æ½Ä
4-2. ½Ã¹Ä·¹ÀÌ¼Ç ¹æ½Ä

Appendix
Chapter 01 | À¯¿ëÇÑ ÆÁ
1. ¾Ö´Ï¸ÞÀÌ¼Ç ¹Ì·¯¸µ(Mirroring)
2. ½ºÅ²(Skin) º¹Á¦
3. ½ºÅ² ¿ÀºêÁ§Æ® ÇÕÄ¡°í ºÐ¸®Çϱâ
4. ½ºÅ²(Skin)¿¡ º» Ãß°¡´Â Named SelectionÀ» Ȱ¿ëÇÏÀÚ
5. ½ºÅ²¿¡ Àû¿ëµÈ º»À» ´ëüÇϱâ
6. ¹ÙÀÌÆÐµå¸¦ SnapShotÀ¸·Î º¹Á¦ÇÑ ¿ÀºêÁ§Æ®ÀÇ Gimbal lock
7. °Ë±¤
8. Wire Parameter ¿¬°áÇÒ ¶§ ȸÀü °ªÀ» 50% Àû¿ëÇϱâ
9. ½ºÅ©¸³Æ® ³ëÆ®
10. ½ºÅ©¸³ Åø ¼Ò°³
- FBX to Biped
- Biped Assist
- Skin Hide Manager

Chapter 02 | ÀÚÁÖ ¹ß»ýÇÏ´Â ¹®Á¦
1. 3ds Max ÆÄÀÏÀÇ ¿ë·®ÀÌ Áö¼ÓÀûÀ¸·Î Ä¿Áú ¶§
2. ½ºÅ² ¹Ì·¯ º¹Á¦½Ã Pelvis º¹Á¦ ¿À·ù
3. ¹ÙÀÌÆÐµå Trajectory
4. bip ÆÄÀÏÀ» ºÒ·¯¿Ã ¶§ ¾û¶×ÇÑ À§Ä¡·Î ºÒ·¯Áö´Â ¹®Á¦
5. IK üÀÎÀÇ ³ëÀÌÁî
6. ºäÆ÷Æ®·Î 3ds Max ÆÄÀÏÀ» µå·¡±× ÇßÀ» ¶§ ¹«Á¶°Ç MergeµÇ´Â ¹®Á¦
7. ¹ÙÀÌÆÐµåÀÇ ·¹À̾ »ý¼ºÀÌ ¾ÈµÇ´Â ¹®Á¦
8. 3ds MaxÀÇ ½Å¹öÀü¿¡¼­ ÇÑ±Û ¹®Á¦
9. Xtra º»ÀÇ Ãß°¡½Ã *.bip ÆÄÀÏÀÇ Save & Load
10. System Unit SetupÀÌ ÀúÀåµÇÁö ¾ÊÀ»¶§

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