🎬 3D角色绑定检查清单
Rigging Checklist - 这份清单需要由绑定师本人完成。CG制作不是孤立工作,绑定师需要参与多个环节。适用于所有绑定工作,包括协作项目。
姓名 (Name):
项目 (Project):
角色 (Character):
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阶段 1
预绑定审核 (Pre-rigging Audit)
模型拓扑:无n-gons或三角面,应为均匀分布的四边形,符合表面流动
Model topology: No nGons or triangles. Should be evenly spaced quads that flow with the surface.
仅E3、E4和E5极点
E3, E4, and E5 poles only.
关节区域周围有足够的边循环以实现正确变形
Enough edge loops around jointed area to allow for proper deformation.
所有法线朝向正确方向
Normals are all facing correct direction.
顶点已正确合并
Vertices are properly merged.
网格按材质分离。例如,鞋带需要与鞋子分离成独立网格
Meshes are separated according to materials. I.e., Shoe laces would require a separate material from the shoe, so therefore they would be separate meshes.
执行网格清理以检查n-gons、lamina面、非流形几何体、非平面面等
Perform mesh cleanup to check for nGons, lamina faces, non-manifold geometry, non-planar faces, etc...
删除网格历史记录
Delete history on mesh.
冻结网格变换
Freeze transforms on mesh.
网格位置使基座在网格上。例如,脚应放在网格上
Position mesh so base is on the grid. For example, the feet would be placed on the grid.
在Z轴上朝前
Facing forward on Z axis.
UV正确展开。无重叠或翻转的UV,或超出0-1空间的UV(多象限除外)
Proper UVs in place. No overlapping or flipped UVs or UVs outside of 0-1 space. Outside of 0-1 space is okay if multi-tiled.
无UV拉伸
No UV stretching.
UV已正确合并
UVs are properly merged.
网格按命名约定命名
Mesh is named according to naming conventions.
多余节点已删除
Extraneous nodes have been deleted.
如需要,代理网格已就位并通过检查清单
If needed, proxy mesh is in place and has gone through checklist.
检查模型比例
Check scale of model.
签名 (Name):
日期 (Date):
阶段 2
工作文件 (Working File)
根据需要放置关节。尝试在肘部和膝盖等区域为关节添加轻微弯曲,这有助于Maya计算首选角度
Joints placed as needed. Try to add a slight bend to the joints for areas like the elbows and knees. This helps Maya calculate the preferred angle.
为所有关节设置LRA(局部旋转轴)
LRA (local rotation axis) is set for all joints.
将关节方向归零通道。除主轴平移外,关节上无其他值
Orient Joints to zero out channels. No values on the joints except for along the translation of the main axis.
命名约定已就位。为绑定逻辑命名所有节点,包括关节、网格、控制器、定位器、组、着色器等
Naming conventions are in place. Name ALL NODES logically for rig. This includes joints, meshes, controls, locators, groups, shaders, etc...
检查蒙皮权重错误(橡胶软管、最大距离、被过多关节控制等)
Check skin weights for errors (rubber hose, max distance, being controlled by too many joints, etc...).
层级结构逻辑清晰。其他用户应能在层级中找到项目
Heirarchy is logical and clean. Another user should be able to find items in the heirarchy.
未使用的节点已删除
Unused nodes deleted.
未使用的着色器已删除
Unused shaders deleted.
控制器逻辑命名
Controls logically named.
为不可触碰对象设置并锁定显示层
Display layers are set and locked for the untouchables.
绑定可缩放
Rig is scalable.
挤压和拉伸保持体积
Squash and Stretch maintains volume.
绑定位于世界中心,脚(或基座)在网格上
Rig is at the center of the world with the feet (or base) on the grid.
绑定在Z轴上朝前
Rig is facing forward on the Z axis.
控制器方向匹配:translate = +Y向上,+z向前,rotate Y = yaw(偏航),rotate X = pitch(俯仰),rotate Z = roll(翻滚)
Controller orientation matches: translate = +Y up, +z forward, rotate Y = yaw, rotate X = pitch, and rotate Z = roll.
几何体仅通过蒙皮或约束连接(包括硬表面)
Geometry is ONLY connected via skinning or constraints (this includes hard surfaces).
层级中没有几何体被父级化
There is no geometry parented into the hierarchy.
在属性编辑器的Notes部分为任何难用节点添加使用说明
Includes instructions as needed for any hard to use nodes in the Notes section of the attribute editor.
签名 (Name):
日期 (Date):
阶段 3
最终文件 (Final File)
运动范围压力测试。不要只是移动几个控制器,要将角色摆到极限姿势以确保绑定稳定
Range of motion stress test. Don't just move a few controls. Pose the character to extremes to make sure the rig holds up.
已向至少三位不同的动画师展示并获得反馈。将他们的名字和反馈附在此清单上
Has been shown to at least three different animators for feedback. Attach their names and feedback to this checklist.
最终文件名逻辑化。例如Character_final.ma,不要有空格、破折号或版本号
Final file name is logical. Something like Character_final.ma is good. Nothing with empty space, dashes, or version numbers.
绑定包干净,包含角色使用说明文本文件和打包的脚本。仅打包绑定所需脚本,贴图同理
Rig pack is clean and includes a text file on how to use the character and any scripts packaged with it. Only scripts needed for the rig are packaged with it. The same is true for texture.
最终签名 (Final Name):
最终日期 (Final Date):
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