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Draw the shape of the petals with CV curves to generate the faces.
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Flower Petal Splash Plugin TJH Flower Fall Released! Not only can you make petals for 1 second, but you can also create animation effects for group petals fluttering. Hahaha.
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Make two three-petaled petals, unravel the UV, and then copy and copy. Unlimited reproduction, all petals in a group;
Then make the flower stem or something, solve the uv, and play another group with the above group;
Find a picture or something to paste on.,It should be fine.
ps:After the petals have to be solved uv,Then copy,Otherwise, the material will not be automatically attached.,You need to map the uv of those petals again.,It's more troublesome.
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If I do it, it's going to be a curve lofting shape, first a petal, and then I copy the control points that I adjust to avoid similarities.
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There is a visor under the general edit under the window, which has ready-made flower brushes, and you can convert pol in convers when you say it.
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maya
1. Create a particle-volume emitter (cube emitter).
2. Construct a petal model (arbitrary method).
3. Petals replace particles.
4. Add rotation vector and axis vector to each particle attribute.
5. The part close to the ground will collide and be counted as an event
6. Create a new particle rotation attribute for each particle count collision frame. Use the if expression to control the post-collision pp rotation -=;
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particles, replace the petals when done.
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Make a black-and-white mask to control transparency and emissive intensity.
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You should be able to do this with transparent maps.
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Depending on what kind of flower you make, you can do the petals arranged vertically, and you can do a layer first. Copy the rotation to move up to get another layer, and so on. If arranged horizontally, such as chrysanthemums, make a petal strip first, duplicate a circle, and then stack it upwards as well.
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In fact, fusion deformation is the simplest and most effective. You make the flowers one petal at a time, and then you put them in place. Pose for flower bones and blooms, add a half-open shape in the middle, and then combine each form with a combine.
Morphing, fusing deformation in the way of between. Then k keyframes. It should work well.
The petals can also be given proper scaling, deformation. It should be that each petal should grow gradually.
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Bone rigging is more cumbersome, deformers are simpler but the effect is more rigid, and you can make column titles.
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Use bone rigs and expressions.
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The binding of the bone lattice drives the key chastity.
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Wood has a relationship, showing the problem. There is no problem with unpolished rendering with mr.
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Not sleek? It's not sleek because the subdivision level isn't enough, and it's also because the rendering is not sleek.
First, select the object or character in the scene to be baked, edit-->keys--> click Bake simulation (click the entry to modify each property) to bake the animation, and each frame on the timeline is displayed with red keyframes, indicating that the baking is successful.
If you want to learn systematically, you can consider signing up for a live online class, and recommend CGWANG's online class. The teacher speaks carefully, you can watch it back after the class, and there are also the same type of recorded classes that you can learn for free (give away lifelong VIP). >>>More
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