AU Class
AU Class
class - AU

Hand-Key Animation Workflow in Maya for Gameplay Animators

共享此课程

说明

Attend this session for an in-depth exploration of animation techniques in game development using Maya software. Gain valuable insights into hand-keyed animation, considering the demands of modern gaming environments. Dive deep into Maya software's sophisticated toolset, discovering how you can refine your animation process with precision and finesse. Learn an optimized workflow engineered for seamless integration with diverse game engines, facilitating the smooth transition of your animations into the game engine you work.

主要学习内容

  • Learn about Maya tools for better workflows in hand-keyed animation.
  • Learn how to export, organize, and address notes using the native tools in Maya.
  • Learn about animation craft.

讲师

  • Alex Ferreira Simoes
    My name is Alex Ferreira Simoes and I'm a character animator originally from Sao Paulo - Brazil. I'm currently working at Riot Games as a Senior Gameplay Animator on the League of Legends Champions team and the Founder and Mentor at Animation Flow - an online 3d animation focus school with weekly lectures about featured film and gameplay workflow and mentorships. I'm also an animation director for some short films and TV commercials for different clients. Before joining Riot I was at DreamWorks Animation for about 2.5 years, working on several projects like The Bad Guys, Boss Baby Family Business, Abominable and others, before that I worked on some other featured films like Spies in Disguise (Blue Sky Studios), Hotel Transylvania 3 (Sony Imageworks) and several others as a freelance artist. Previous from working with Featured Films I worked on several TV Series, Short Films and TV ads, which was very important for me to learn all the different workflows and needs for each different industry.
Video Player is loading.
Current Time 0:00
Duration 25:31
Loaded: 0.00%
Stream Type LIVE
Remaining Time 25:31
 
1x
  • Chapters
  • descriptions off, selected
  • en (Main), selected
Transcript

ALEX FERREIRA SIMOES: Hello, guys, welcome to the hand-key animation workflow in Maya for gameplay animators. My name is Alex and I'm a senior gameplay animator at Riot Games and the owner and founder of the animation flow. And today we're going to talk a little bit about the stylized animation in Maya with the focus in gameplay.

So we're just going to be breaking down the process of how you approach in Maya animation to think about the player input and the high quality polish. So today, we're going to first understanding the assignment is the main key what we're going to do, what we're going to do today. Then we'll go to the steps of our process, recording, reference, blocking, spline, polish and in-game implementation.

So a little bit about what we're going to go over today Is Astoria Adventures. We're going to go over a heavy attack in Maya and a little bit about what the assignment is. It's going to be a game, 3D sidescroller that takes place in old Greek/Roman mythology. So with that in mind, we're going to start developing more of this idea.

Our main character, Astoria, is a strong hero character, uses her sword and magic to defeat enemies, so we know a little bit of who the character is. Our assignment is to create a heavy attack that would seamlessly blend into our idle and Locomotion states. So we have the game. We have the style. We have the character. And we need to create an animation for this character inside this game.

And the final result should be a new attack animation implemented in Unreal Engine 5.4. We do have the rig inside Maya. We're using Maya 2023, 2025. It doesn't matter the version that you are using right now. But we're going to have the rig in Maya. And we're going to do the whole process in Maya and work with the game exporter to bring it to our engine. On this case, it's Unreal Engine, but you can use any other engine.

So let's just dive in and start a little bit of how this would be approached in a professional environment with the focus in the animation. Let's just the reference boards. Here, usually I go over Pinterest, YouTube, Google Image, all those sites that you can find a lot of images from different artists or even museums and sculptures and old Renaissance artists, all those kind of art to inspire yourself.

And then you start creating a reference board based on what we need to talk about in our game. If it's Greek mythology and it's a heavy, heavy attack, keep in mind the keywords, Greek mythology, Greek/Roman, heavy to keep the weight of the character. It's strong, main character vibes. So with that, I create a little bit of a reference board, but I usually go deeper in this. And I just keep researching for a long time.

The most important is always keep in mind the player and how animation will feel in game. It's very important that you understand that the animation has to be very responsive. Because it's a heavy attack, a lot of animators who think in the animation principle think, oh, I'm going to make this slower to show more of the weight. I'm going to make this more polished with more arcs because it's going to look pretty.

But the most important for stylized gameplay animation is the player input and how does that feel in game. When you start playing the game, you do the input action. And then the character does the action that you're animating. So let's dive in on this first assignment that we have.

The first step that I took here was to record video reference and my process in recording video reference. And we can just play it again. So I set up my tripod. I'm going to leave this post here. I set up my tripod. I tried to get props. Always be safe when you're recording reference. I try to get some props to make sure I can feel what the character is feeling.

It doesn't need to be exactly the same. And I start exploring with in mind what the character would be doing. For example, here, I wanted the character to lose balance because it is a heavy attack. And it is a heavy sword. So my goal was to not just make the action, decide what the action is, but also put a little bit more personality, put a little bit more of stylization.

So for example here, it was my idea also to change the hands on the back. It gives an extra touch of making it interesting. And I have this recorded. I always invite some co-workers, some friends just to record together because it's something nice to brainstorm and get other people's opinion.

And then we just keep going to the first blocking. What is our first blocking? We're going to analyze this reference. I bring it in inside Maya. I use image plane, importing a sequence of images. And I have this on my Maya viewport. And then I start just putting the main poses of my character.

So basically, I'm going to get what I have in the reference, get my character, and try to just make the same with my 3D character. I'm not copying exactly because the proportions are different. And the character, like the props are different. It's a girl and all like those details, but I try to get the main gist of it.

But if we keep moving forward with this, the problem is it's going to feel too slow. It's definitely going to feel too slow. Imagine if you're playing a game. You click a button. And then you have all of this time until the character attacks. No one will want to keep playing this game because the responsiveness is the most important.

So after I have this first blocking, where I have my main poses, where I can see it's like a comic book of my character, then I go over to a retimed blocking. What retimed blocking means? I forget about the timing of my reference. I still leave it there to check the poses, the nuances.

But when I play this version, now I have a much more impactful animation. So it's pretty much the same poses. The only difference is that now I'm going to have a much better player input response. So same poses, I'm just trying to get a better feeling and making the adjustments as I need. And as you see, I'm barely even swinging the sword of my reference. And my character is already getting back to the idle states.

One important thing to notice here is that we should start with the idle animation, the idle pose, and ends with the idle pose. So every time you're going to start your animation, you need to come from the idle and then end on the idle. And of course, I'm going to keep going forward. And I'm going to show more. We're also going to blend into locomotion if the character is running, walking, et cetera.

And this is our retimed blocking. So next step will be to finalize the blocking. So now what we have here, it's a path where I have all my main poses that I can sell this idea. This is called the blocking. That's where we have all the main poses that we can show a supervisor, we can put in game, we can even give to the playtesters. And they will be able to understand what's happening.

That's our goal for the blocking. We don't need to do all the extra refinement, all the extra polish. But we have the whole idea pretty much figured out here. As you see, there's even some viewport effects that is just a way to demonstrate more of how this attack is going to work. And there's more information in terms of the weight of the sword, the mechanics of the character, et cetera.

Finishing the blocking, you usually go to a co-worker, to your lead, your supervisor, your director. If you're doing a personal project, you ask some colleagues, some friends. And then you start getting notes until you go to the first spline pass. So first spline pass, now we're going to start just making this animation work a little bit better in terms of flowing, because if everything is that, it's going to be strobing in game. And it's not going to be looking fluid like the rest of the game.

So we just go over and start cleaning up or blocking, making sure the weight is still there and all the poses, like the poses that we worked before, are still there. But the character is flowing in a much cleaner way. If we watch this step here, you see how we still have the same feeling all the way back there from the reference. But now it's more refined. And it is starting to get better, cleaner.

After the first spline pass, you talk to your friends, co-workers, leads, et cetera, and you achieve your final version in Maya. So as we can see here, now we have all the poses that we had in blocking, all the poses from our reference. But everything is looking clean and everything is working perfectly in the Maya viewports. So basically, we went over from recording the reference, get a tripod.

Before even starting, before even touching the rig, we get a tripod. We go to somewhere comfortable, somewhere that you can be comfortable with yourself as well because it is hard to record something when people are watching. So I like going to a separate room. I experiment several different things. When I like something, like OK, I like this first version, I go inside Maya.

I put the reference as an image plane. And then I can scrub and see my reference inside the viewport. And then I start putting the first poses. With the first poses in mind, I can get a good idea of how the character will look performing the action that I was recording myself. So with that, I start retiming to make sure it's working for the style because we're doing a stylized animation, so making sure that this is working for the style that we want in the case of our game and with the character.

So we retime this animation. We finished blocking. That is going to be the first time we're going to see this animation in a more complete stage that you can actually share and understand. And you see the similarities to your reference. And you see your reference was too slow. But now the animation has the same nuances, like changing the hand, how you're grabbing the hands, and how we had to get rid of the sidestepping because was getting too slow and taking too long.

So we have nice slides. Passing that point, we go over to the spline version. And spine version is just cleaning up, start polishing, making sure everything flows. And we have our final version. And after this final version, we have the implemented version in game. So this is where we actually export everything from Maya. And we bring it here in game or for the player to actually make it work.

So this is the final result of the animation implemented. And as you can see, it's stylized. It's sharp. It has a nice timing. It has a nice texture. It has nice poses. And it's working in game. Now I want to dive in Maya little bit to show my workflow and some details that Maya really helps us working with that.

So let's go over-- let's go over our Maya file here. And you'll see how it's very important for games that you work on every angle. For me, it's very important that you always see your character on every angle. And one of the very good things that I have in Maya here is the bookmarks. So I can actually set my bookmarks and define, what is my attack? And what is actually a blend back to idle?

For example, here, if I play this animation, for the implementation in Unreal, what is happening? First, my animation is playing. We can see with the controllers where the root of the character is translating because we have root motion on this character. The root of the character is translating forward. That means that when we're blending back, remember if you have root motion, when you're blending back, your character is going to go back to zero in the capsule.

So if your character is far away from the root, it's going to be far away from the capsule in Unreal, where you can actually get the collisions and all the game requirements that usually your game designer is going to tell you that. So with that, I brought it back to zero here. And then these bookmarks make very easy for me, if I right click on bookmarks, I can just see my bookmark manager.

And it makes it very easy for me to just, OK, I want to work only on my attack. And I just bookmark this. I want to work only on my transition back to idle. And I know where they are in my file because it can get messy, a lot of keyframes lost around. So this is one thing, very important organization when you're working with game animation.

And as you see here, my bookmark manager, I also have a two walk and a second attack because that's how it is on game animation. I like working with one file. If I have a combo attack, I work with one file. And then I keep going on this file for attack one, attack two inside the same file and blending to idle, blending to run inside the same file.

So if we see here the second bookmark, you'll see that the character, the same pose. And that's where Maya also helps us a lot that I can create a selection set. So I can select my whole character here. I select my whole character. And I can just create a quick selection set. Select, quick select set our character. Or you can create a new one.

And I save this to my shelf. So whenever I click here, I have all controllers on my character. And then I can just copy. I need this idle here. I can just copy this idle over to where I need. And the same thing, all I want to blend from-- if this is my attack, this is my first frame of the blend. So I can copy this frame to my frame 161 and make this my first blend of the walk.

So selection sets are also super important and super easy to use here in Maya. Just create a new quick selection set. And we have the bookmarks. And the same with the second attack. For example, here I just did for the sake of this presentation, a second attack. And you see the attack starts from the middle of our first attack. So whenever the game designers implement this in game, they're going to put a call here that starting on this frame, we go over to the second attack.

But for you in Maya, what is very useful for me is that with the selection sets, I can just copy all of this. And then I can really see how this is going to work. And whenever I'm exporting, I have the bookmark. And I know I'm just going to export those frames.

But on my timeline, I can just see how this is going to work together as a combo, part one, part two, which is great. And this blends back to idle, which we're probably going to create another blend to idle, another blend to walk, or reuse the same. That's going to depend on the game, the memory budget of your game, et cetera.

So those tools are super important in terms of creating gameplay animations, keeping the file organized. And you see I have some gaps here that there are no keyframes. And even the character, the rotations are going crazy because I'm rotating the character several times. But it doesn't matter because what matters is what's on my bookmark because when I export my character, again, that is another very cool thing from Maya, is that I can select my root bones.

So I'm going to just select my whole character, select all the hierarchy. And then to export, I'm going to go on game exporter. And this native Maya tool, it's amazing to make the export process very easy. So with my bookmarks, now I have all my animations here listed down. And I have the same time frames.

So if I get my bookmark manager, I can just get attacks from frame 0 to 45. To idle it's 46 to 73. To run, 161 to 193. Second attack, 244, to 82. And with this, I can just export the right times, the right bookmark. I don't need to keep checking and keep noting on a sketch pad or something. And I can just put a prefix. Because my game have several characters, I'm just going to put the prefix of my character.

And each clip is going to have a different name. And this is going to export the animation clip directly to this folder in FBX. You can change the FBX options here. And that's it. That's great. You just click here. It's just going to export everything. It takes like no time. It depends on your rig. But the export process, it's super easy.

And with this, we just go over on your engine, whatever engine you're using. And you can just tell the game designer to implement or implement yourself, importing the FBX. And the animation will be there. So the main point is of stylized game animation is understand the game that you're working on and all the needs of this game. It's very important to immerse yourself in reference.

And if possible, record your own reference. I don't know that a lot of times-- and this is like a common question that I always get-- like, oh, what if I cannot record my reference? What are the other workflows that I can do if I cannot record? It depends on your skill set. Of course, you can always look on YouTube or any other video platform that you can find several videos to try to find something similar to what you want.

I would avoid trying to get something already animated, like looking on another game, because they looked for a reference already. So you're just doing something that is interpretation of a reference. So always try to get live action, recording myself. Or if you have good 2D skills, you usually do a 2D pass. I try to do that sometimes as well. It depends on the character.

If it's like a dragon, a monster, something like that, I just think about shapes. I'm not a good 2D animator or 2D concept designer. But I just think about the main shapes and timing and just do a 2D pass. Always the most important on game animation is to always pay attention on the time and on the weight because the timing needs to be responsive. That's the main difference between feature film animation and game animation because your timing always has to be responsive.

But you need to sell a lot of weight. It needs to feel good when you're playing. But at the same time, it cannot be too slow or can hold back on your player satisfaction of controlling the character. If the character is going from left to right, one side of the screen to the other side of the screen, and there are a lot of footsteps, a lot of weight shifts, a lot of that, it's going to make the game less enjoyable.

The animation is going to look amazing, perfect. You show all the weight of this character. But the game is going to be less enjoyable to play. But at the same time, if you have a huge character and you go from left to right and suddenly the character just jumps there, it's going to kill the illusion of this character is big and heavy because it's just moving too fast.

So that is the main problem that I see in stylized game animation, is how to make sure you can sell the weight of the character and having a good timing response with the player. And that's what we went over today with this character, trying to still sell the weight. You see it's very responsive when we press the trigger. But we can still feel the sword is heavy. The weight is like turning around and getting the sword back.

It feels more of this weight. Keep in mind the implementation responsiveness. That's everything that we're talking about. And make sure to name and organize your file properties. Maya has several great tools for it, including the bookmarks, the bookmark manager. You can put all your bookmarks in there. Selection sets, you can select just parts of the character and save on different sets.

Or you can select the whole character if you want to transfer one part of the character, one part of the animation to other frames. And the game exporter is a great way to have everything on the same file. But it's still very organized. And you can export. Everything is just one batch. And you can always have different files for different animations, like attack one, attack two.

And you can just save from one file and import on the other file. Cool. And that's all I wanted to go over today with you guys. And thank you so much. Let me know if you have any questions. Feel free to contact me. And I hope you enjoy. And I'll see you next time.

______
icon-svg-close-thick

Cookie 首选项

您的隐私对我们非常重要,为您提供出色的体验是我们的责任。为了帮助自定义信息和构建应用程序,我们会收集有关您如何使用此站点的数据。

我们是否可以收集并使用您的数据?

详细了解我们使用的第三方服务以及我们的隐私声明

绝对必要 – 我们的网站正常运行并为您提供服务所必需的

通过这些 Cookie,我们可以记录您的偏好或登录信息,响应您的请求或完成购物车中物品或服务的订购。

改善您的体验 – 使我们能够为您展示与您相关的内容

通过这些 Cookie,我们可以提供增强的功能和个性化服务。可能由我们或第三方提供商进行设置,我们会利用其服务为您提供定制的信息和体验。如果您不允许使用这些 Cookie,可能会无法使用某些或全部服务。

定制您的广告 – 允许我们为您提供针对性的广告

这些 Cookie 会根据您的活动和兴趣收集有关您的数据,以便向您显示相关广告并跟踪其效果。通过收集这些数据,我们可以更有针对性地向您显示与您的兴趣相关的广告。如果您不允许使用这些 Cookie,您看到的广告将缺乏针对性。

icon-svg-close-thick

第三方服务

详细了解每个类别中我们所用的第三方服务,以及我们如何使用所收集的与您的网络活动相关的数据。

icon-svg-hide-thick

icon-svg-show-thick

绝对必要 – 我们的网站正常运行并为您提供服务所必需的

Qualtrics
我们通过 Qualtrics 借助调查或联机表单获得您的反馈。您可能会被随机选定参与某项调查,或者您可以主动向我们提供反馈。填写调查之前,我们将收集数据以更好地了解您所执行的操作。这有助于我们解决您可能遇到的问题。. Qualtrics 隐私政策
Akamai mPulse
我们通过 Akamai mPulse 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Akamai mPulse 隐私政策
Digital River
我们通过 Digital River 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Digital River 隐私政策
Dynatrace
我们通过 Dynatrace 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Dynatrace 隐私政策
Khoros
我们通过 Khoros 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Khoros 隐私政策
Launch Darkly
我们通过 Launch Darkly 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Launch Darkly 隐私政策
New Relic
我们通过 New Relic 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. New Relic 隐私政策
Salesforce Live Agent
我们通过 Salesforce Live Agent 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Salesforce Live Agent 隐私政策
Wistia
我们通过 Wistia 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Wistia 隐私政策
Tealium
我们通过 Tealium 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Tealium 隐私政策
Upsellit
我们通过 Upsellit 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Upsellit 隐私政策
CJ Affiliates
我们通过 CJ Affiliates 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. CJ Affiliates 隐私政策
Commission Factory
我们通过 Commission Factory 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Commission Factory 隐私政策
Google Analytics (Strictly Necessary)
我们通过 Google Analytics (Strictly Necessary) 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Google Analytics (Strictly Necessary) 隐私政策
Typepad Stats
我们通过 Typepad Stats 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Typepad Stats 隐私政策
Geo Targetly
我们使用 Geo Targetly 将网站访问者引导至最合适的网页并/或根据他们的位置提供量身定制的内容。 Geo Targetly 使用网站访问者的 IP 地址确定访问者设备的大致位置。 这有助于确保访问者以其(最有可能的)本地语言浏览内容。Geo Targetly 隐私政策
SpeedCurve
我们使用 SpeedCurve 来监控和衡量您的网站体验的性能,具体因素为网页加载时间以及后续元素(如图像、脚本和文本)的响应能力。SpeedCurve 隐私政策
Qualified
Qualified is the Autodesk Live Chat agent platform. This platform provides services to allow our customers to communicate in real-time with Autodesk support. We may collect unique ID for specific browser sessions during a chat. Qualified Privacy Policy

icon-svg-hide-thick

icon-svg-show-thick

改善您的体验 – 使我们能够为您展示与您相关的内容

Google Optimize
我们通过 Google Optimize 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Google Optimize 隐私政策
ClickTale
我们通过 ClickTale 更好地了解您可能会在站点的哪些方面遇到困难。我们通过会话记录来帮助了解您与站点的交互方式,包括页面上的各种元素。将隐藏可能会识别个人身份的信息,而不会收集此信息。. ClickTale 隐私政策
OneSignal
我们通过 OneSignal 在 OneSignal 提供支持的站点上投放数字广告。根据 OneSignal 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 OneSignal 收集的与您相关的数据相整合。我们利用发送给 OneSignal 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. OneSignal 隐私政策
Optimizely
我们通过 Optimizely 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Optimizely 隐私政策
Amplitude
我们通过 Amplitude 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Amplitude 隐私政策
Snowplow
我们通过 Snowplow 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Snowplow 隐私政策
UserVoice
我们通过 UserVoice 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. UserVoice 隐私政策
Clearbit
Clearbit 允许实时数据扩充,为客户提供个性化且相关的体验。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。Clearbit 隐私政策
YouTube
YouTube 是一个视频共享平台,允许用户在我们的网站上查看和共享嵌入视频。YouTube 提供关于视频性能的观看指标。 YouTube 隐私政策

icon-svg-hide-thick

icon-svg-show-thick

定制您的广告 – 允许我们为您提供针对性的广告

Adobe Analytics
我们通过 Adobe Analytics 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Adobe Analytics 隐私政策
Google Analytics (Web Analytics)
我们通过 Google Analytics (Web Analytics) 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Google Analytics (Web Analytics) 隐私政策
AdWords
我们通过 AdWords 在 AdWords 提供支持的站点上投放数字广告。根据 AdWords 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 AdWords 收集的与您相关的数据相整合。我们利用发送给 AdWords 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. AdWords 隐私政策
Marketo
我们通过 Marketo 更及时地向您发送相关电子邮件内容。为此,我们收集与以下各项相关的数据:您的网络活动,您对我们所发送电子邮件的响应。收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、电子邮件打开率、单击的链接等。我们可能会将此数据与从其他信息源收集的数据相整合,以根据高级分析处理方法向您提供改进的销售体验或客户服务体验以及更相关的内容。. Marketo 隐私政策
Doubleclick
我们通过 Doubleclick 在 Doubleclick 提供支持的站点上投放数字广告。根据 Doubleclick 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Doubleclick 收集的与您相关的数据相整合。我们利用发送给 Doubleclick 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Doubleclick 隐私政策
HubSpot
我们通过 HubSpot 更及时地向您发送相关电子邮件内容。为此,我们收集与以下各项相关的数据:您的网络活动,您对我们所发送电子邮件的响应。收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、电子邮件打开率、单击的链接等。. HubSpot 隐私政策
Twitter
我们通过 Twitter 在 Twitter 提供支持的站点上投放数字广告。根据 Twitter 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Twitter 收集的与您相关的数据相整合。我们利用发送给 Twitter 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Twitter 隐私政策
Facebook
我们通过 Facebook 在 Facebook 提供支持的站点上投放数字广告。根据 Facebook 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Facebook 收集的与您相关的数据相整合。我们利用发送给 Facebook 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Facebook 隐私政策
LinkedIn
我们通过 LinkedIn 在 LinkedIn 提供支持的站点上投放数字广告。根据 LinkedIn 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 LinkedIn 收集的与您相关的数据相整合。我们利用发送给 LinkedIn 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. LinkedIn 隐私政策
Yahoo! Japan
我们通过 Yahoo! Japan 在 Yahoo! Japan 提供支持的站点上投放数字广告。根据 Yahoo! Japan 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Yahoo! Japan 收集的与您相关的数据相整合。我们利用发送给 Yahoo! Japan 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Yahoo! Japan 隐私政策
Naver
我们通过 Naver 在 Naver 提供支持的站点上投放数字广告。根据 Naver 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Naver 收集的与您相关的数据相整合。我们利用发送给 Naver 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Naver 隐私政策
Quantcast
我们通过 Quantcast 在 Quantcast 提供支持的站点上投放数字广告。根据 Quantcast 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Quantcast 收集的与您相关的数据相整合。我们利用发送给 Quantcast 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Quantcast 隐私政策
Call Tracking
我们通过 Call Tracking 为推广活动提供专属的电话号码。从而,使您可以更快地联系我们的支持人员并帮助我们更精确地评估我们的表现。我们可能会通过提供的电话号码收集与您在站点中的活动相关的数据。. Call Tracking 隐私政策
Wunderkind
我们通过 Wunderkind 在 Wunderkind 提供支持的站点上投放数字广告。根据 Wunderkind 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Wunderkind 收集的与您相关的数据相整合。我们利用发送给 Wunderkind 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Wunderkind 隐私政策
ADC Media
我们通过 ADC Media 在 ADC Media 提供支持的站点上投放数字广告。根据 ADC Media 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 ADC Media 收集的与您相关的数据相整合。我们利用发送给 ADC Media 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. ADC Media 隐私政策
AgrantSEM
我们通过 AgrantSEM 在 AgrantSEM 提供支持的站点上投放数字广告。根据 AgrantSEM 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 AgrantSEM 收集的与您相关的数据相整合。我们利用发送给 AgrantSEM 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. AgrantSEM 隐私政策
Bidtellect
我们通过 Bidtellect 在 Bidtellect 提供支持的站点上投放数字广告。根据 Bidtellect 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Bidtellect 收集的与您相关的数据相整合。我们利用发送给 Bidtellect 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Bidtellect 隐私政策
Bing
我们通过 Bing 在 Bing 提供支持的站点上投放数字广告。根据 Bing 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Bing 收集的与您相关的数据相整合。我们利用发送给 Bing 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Bing 隐私政策
G2Crowd
我们通过 G2Crowd 在 G2Crowd 提供支持的站点上投放数字广告。根据 G2Crowd 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 G2Crowd 收集的与您相关的数据相整合。我们利用发送给 G2Crowd 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. G2Crowd 隐私政策
NMPI Display
我们通过 NMPI Display 在 NMPI Display 提供支持的站点上投放数字广告。根据 NMPI Display 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 NMPI Display 收集的与您相关的数据相整合。我们利用发送给 NMPI Display 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. NMPI Display 隐私政策
VK
我们通过 VK 在 VK 提供支持的站点上投放数字广告。根据 VK 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 VK 收集的与您相关的数据相整合。我们利用发送给 VK 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. VK 隐私政策
Adobe Target
我们通过 Adobe Target 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Adobe Target 隐私政策
Google Analytics (Advertising)
我们通过 Google Analytics (Advertising) 在 Google Analytics (Advertising) 提供支持的站点上投放数字广告。根据 Google Analytics (Advertising) 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Google Analytics (Advertising) 收集的与您相关的数据相整合。我们利用发送给 Google Analytics (Advertising) 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Google Analytics (Advertising) 隐私政策
Trendkite
我们通过 Trendkite 在 Trendkite 提供支持的站点上投放数字广告。根据 Trendkite 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Trendkite 收集的与您相关的数据相整合。我们利用发送给 Trendkite 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Trendkite 隐私政策
Hotjar
我们通过 Hotjar 在 Hotjar 提供支持的站点上投放数字广告。根据 Hotjar 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Hotjar 收集的与您相关的数据相整合。我们利用发送给 Hotjar 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Hotjar 隐私政策
6 Sense
我们通过 6 Sense 在 6 Sense 提供支持的站点上投放数字广告。根据 6 Sense 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 6 Sense 收集的与您相关的数据相整合。我们利用发送给 6 Sense 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. 6 Sense 隐私政策
Terminus
我们通过 Terminus 在 Terminus 提供支持的站点上投放数字广告。根据 Terminus 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Terminus 收集的与您相关的数据相整合。我们利用发送给 Terminus 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Terminus 隐私政策
StackAdapt
我们通过 StackAdapt 在 StackAdapt 提供支持的站点上投放数字广告。根据 StackAdapt 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 StackAdapt 收集的与您相关的数据相整合。我们利用发送给 StackAdapt 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. StackAdapt 隐私政策
The Trade Desk
我们通过 The Trade Desk 在 The Trade Desk 提供支持的站点上投放数字广告。根据 The Trade Desk 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 The Trade Desk 收集的与您相关的数据相整合。我们利用发送给 The Trade Desk 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. The Trade Desk 隐私政策
RollWorks
We use RollWorks to deploy digital advertising on sites supported by RollWorks. Ads are based on both RollWorks data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that RollWorks has collected from you. We use the data that we provide to RollWorks to better customize your digital advertising experience and present you with more relevant ads. RollWorks Privacy Policy

是否确定要简化联机体验?

我们希望您能够从我们这里获得良好体验。对于上一屏幕中的类别,如果选择“是”,我们将收集并使用您的数据以自定义您的体验并为您构建更好的应用程序。您可以访问我们的“隐私声明”,根据需要更改您的设置。

个性化您的体验,选择由您来做。

我们重视隐私权。我们收集的数据可以帮助我们了解您对我们产品的使用情况、您可能感兴趣的信息以及我们可以在哪些方面做出改善以使您与 Autodesk 的沟通更为顺畅。

我们是否可以收集并使用您的数据,从而为您打造个性化的体验?

通过管理您在此站点的隐私设置来了解个性化体验的好处,或访问我们的隐私声明详细了解您的可用选项。