你将注意的是,它可能会或可能不完全,您希望您的网格和动画可能不完全是因为你想要而且可能需要一些修正。
What you will notice is that it may or may not be exactly where you want it on your grid and the animation may not be exactly as you want it and may need some fixing.
你的网格文件并不需要有一个要导入的动画。
Your mesh file does not need to have an animation to be imported.
骨架是物体的一种描述方式,它广泛应用于道路探询、动画、有限元网格生成、路径规划和特征识别等领域。
Skeleton is a representation of an object which has been shown to useful in interrogation, animation, finite element mesh generation, path planning, and feature recognition.
导出带骨架层级的网格,法线,纹理和动画。
Export the mesh with the skeleton hierarchy, normals, textures and animation.
改变:更新所有男性面网格,更好的面部动画的头发和胡须。
Changed: Updated all male face meshes, beards and hair for better facial animation.
今天我们想分享网格中的缩略图一些精美的动画给你。
Today we'd like to share some fancy animations for thumbnails in a grid with you.
理解并掌握应用在多边形网格,NURBS和细分表面模型的脚本编写和动画技术。
Comprehension and mastery over scripting and animation techniques applied to Polygonal Mesh, NURBS and Subdivide Surface models.
描述:动画标志简单,易于使用,是非常的中央处理器友好。所有的动画都存储为网格。无中央处理器重布或皮肤模拟。
Description: Animated Flags is simple, easy to use and is very CPU friendly. All the animations are stored as meshes. No CPU heavy cloth or skin simulation.
全面理解并掌握各种动画技术制作多边形网格,NURBS和细分表面模型。
Comprehension and mastery over animation techniques to manipulate Polygonal Mesh, NURBS and Subdivide Surface models.
应用动画为蒙皮网格花费的时间。
一个网格或者皮肤必须被链接到关节体系来定义给定关节被动画化时角色的某一部分网格如随之运动。
The mesh or skin must then be connected to the joint hierarchy in order to define which parts of the character mesh move when a given joint is animated.
动画帧所有网格顶点包含着顶点的位置(可能包括法线)其全部储存在内存中。
Vertex positions (may include normals also) for all the vertices in the mesh for all the animation frames are stored in memory.
此外,在动画、虚拟环境、网络浏览、医学扫描、计算机游戏等领域已经可以看到许多由多边形网格构建的实体模型。
Furthermore, there are entity models created by polygon mesh in many applications such as cartoon, vision environment, network browse, physic scanning, computer games.
所有的动画都存储为网格。
此外,在动画、虚拟环境、网络浏览、医学扫描、计算机游戏等领域已经可以看到许多由多边形网格构建的实体模型。
Furthermore, there are entity models created by polygon mesh in many applications such as cartoon, vision environment, network browse, physic scanning and computer games.
研究了动画生成的关键帧技术,基于图形的矢量表示法,提出了一种通过网格化一个三维物体来生成中间画的算法。
A new method of generating in-between was put forward by meshing a three-dimension object based on the presentation of vector graphics.
传统方法采用精细的网格模型或曲面模型建立人头三维结构,采用生理模型或参数模型进行人脸动画。
Traditional approaches use wire-frame model or surface model to build 3D head structure, and use physiological model or parametric model to make facial animation.
传统方法采用精细的网格模型或曲面模型建立人头三维结构,采用生理模型或参数模型进行人脸动画。
Traditional approaches use wire-frame model or surface model to build 3D head structure, and use physiological model or parametric model to make facial animation.
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