Limber是一个用于After Effects的IK系统,它使用形状图层为角色动画制作可定制的肢体。Limber有控制样式的形状和颜色,动态防止动画“弹出”,顺利地融合之间的IK和FK,并交换四肢的不同类型。
您使用熟悉的控制器层为您的四肢的臀部和脚踝点动画。如果你想使用FK,简单地生成一个FK控制器,将你的手或脚层重新父化到新的控制器,并拨入你需要的FK旋转值-完美的摆动手臂在一个步行循环。
您可以以您喜欢的任何方式自定义肢体形状层:添加额外的形状,更改现有的形状,添加额外的属性,如笔触或梯度填充,删除肢体的部分,以获得每个部分的单独的层,等等。一旦一个分支按照您想要的方式进行样式化,您就可以复制它,或者将定制复制并粘贴到另一个分支。
我们附带了一个“肢体库”,让您能够访问越来越多的更高级的定制肢体——其中许多肢体本身就是复杂的装备,具有额外的属性和行为控制。
V1.7.5更新内容:
- 如果用户在 Size Scale 不是 100% 时装配图稿,则添加警告
- 更新了用户指南的链接
- 更新的肢体库 – 非英语语言兼容性的 AE 和一些改进/错误修复
支持Win/Mac系统:AE 2023, 2022, 2021, 2020, CC 2019, CC 2018
Limber is an IK system for After Effects that uses shape layers to create customizable limbs for character animation. Limber has control over the shape and color of the style, dynamically preventing animation from “popping out”, smoothly blending IK and FK between them, and swapping different types of limbs.
You use familiar controller layers to animate the hip and ankle points of your limbs. If you want to use FK, simply generate an FK controller, reparent your hand or foot layer to the new controller, and insert the FK rotation value you need – perfectly swing the arm in a walking cycle.
You can customize the limb shape layer in any way you like: add additional shapes, change existing shapes, add additional attributes such as stroke or gradient filling, delete parts of the limb to obtain separate layers for each part, and so on. Once a branch is styled the way you want, you can copy it or copy and paste the customization to another branch.
We have included a “limb library” that allows you to access an increasing number of more advanced custom limbs – many of which are complex equipment with additional attributes and behavior control.
Updated content for V1.7.5:
Add a warning if the user matches the artwork when the Size Scale is not 100%
Updated link to user guide
Updated body library – AE for non English language compatibility and some improvements/bug fixes
Support for Win/Mac systems: AE 2023, 2022, 2021, 2020, CC 2019, CC 2018
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