你的应用程序控制Ogre中动画的的主要途径就是“动画状态(Animation State)”,在代码中你可以通过这些名字来调用实体中的某个动画部分,而物体则返回相应的动画状态以供你使用。其中包括以下动画属性:
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animation state machine 动画状态机
Animation State Machines 动画状态机
State of suspended animation 假死状态
animation-play-state 控制 ; 规定动画是否正在运行或暂停
Animation Play State 动画播放状态
The * ("wildcard") state matches any animation state. This is useful for defining styles and transitions that apply regardless of which state the animation is in. For example.
(通配符)状态匹配任何动画状态。当定义那些不需要管当前处于什么状态的样式及转场时,这很有用。比如。
She lay in a state of suspended animation, waiting for dawnlight, when she would rise.
她躺着一动不动,等待着黎明到来后起床。
In addition, since constraints can involve multiple components, the animation of one component can alter the state of another.
此外,由于约束可能涉及多个组件,一个组件的动画可能改变其他组件的状态。
Suppose we put somebody in a state of suspended animation, cool their body down so that the various metabolic processes come to an end.
假设我们让某人,进入假死状态,将他们的身体降温,所有的代谢过程都停止。
Larry And now, suppose we take Larry and put him in a state of suspended animation.
假设我们让,进入假死状态。
Rather, it's in a state of suspended animation.
宁可说它持续昏迷。
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