可以结合关键帧动画的动态行为。
【使用说明】:车轮旋转动画制作,适用于关键帧动画和路径约束对象。
Additional Info : Works both with keyframe animation and path-constrained objects.
从而为一般的关键帧动画理论在三维交互环境中的具体应用提供了一个现实的实践模型。
By all these, it has provided an implemental model for the general Key-Frame Animation Theory.
关键帧动画是3维动画制作的常用模式,中间帧插值又是关键帧动画中最为繁琐的环节。
Key-frame animation is the common mode for making 3D animation, and tween-frame interpolation is the most important part.
并对整个装配过程用关键帧动画进行动态显示,最后给出了一个车架模型的装配动画工程实例。
Finally we dynamic displays the assembly process by keyframe animation, and gives an assembly animation example of automobile-framework.
该方法解决了关节动画中的裂痕和关键帧动画的存储空间过大问题,同时兼顾了灵活性和真实感。
It solves the crack of joint animation and too much storage space problem for frame animation, and taking into account the flexibility and realism.
关键帧动画是利用计算机的运算能力,按照运动学和动力学的规律计算生成两个关键动作之间的运动动作序列的动画方法。
Key frame animation is a kind of computer animation method. This method calculates frames between two key frames automatically according to kinematics and kinetics.
这些关键帧创造出一个序列达到动画的效果。
这些层可以被动态的增加或删除,你也可以对这些层进行改动,因为每层都有一个轨道,你可以在轨道中的特定时间点加入关键帧到达改变动画的目的。
These layers and be added or removed dynamically and you can change each layer as it has a track that lets you change it as a function of time by inserting keys at certain frames in the track.
当我最初开始用电脑做动画的时候,我习惯了手绘动画,考虑一个关键帧在一个中间位置与另一个位置相同。
When I first began animating with a computer, I was used to hand-drawn animation and thought a keyframe in one medium was the same as the other.
我将介绍基本关键帧的动画,并教你一些简单的表达式,您可以使用它来实现复杂的动画,而不实际设置任何关键帧!
I'll cover animating with basic keyframes and teach you some simple expressions you can use to achieve complex animations without actually setting any keyframes!
通过定义动画的关键帧,可以把两组样式之间的简单转场,升级成一种更复杂的动画,它会在转场期间经历一个或多个中间样式。
Animation keyframes go beyond a simple transition to a more intricate animation that goes through one or more intermediate styles when transitioning between two sets of styles.
惯常动画这杂色纹理。你可以设定关键帧来控制纹理比率和数目。
Used to animate the Noise texture. You can keyframe the Time attribute to control the rate and amount of change of the texture.
传统的虚拟生物行为动画是通过关键帧技术实现的,存在一些不足。
Conventional virtual biology behavior cartoon has some shortages for it is realized through key frame technology.
这是非常简单的动画。你也可以按照此,只要复制并粘贴到关键帧就行。
This animation is very simple. You too can follow this, just copy and paste the scrpit to Keyframe.
动力学系统是一个控制系统,它能自动的生成关键帧以产生动画,并能解算真实的物理效果。
The term dynamics refers to a system of controls that generate keys to produce animation that simulates real-world physics.
在关键帧骨骼动画中,中间帧的生成效果直接影响着动画的自然流畅程度。
In the skeletal animation, effect of in-between frames will influence the fluency of animation directly.
记住你可能在动画中要修改定点的位置,所以在你的关键帧结构体中,除了角度和长度值外,你可能还要向修改坐标值。
Also remember that you may want to change vertexes positions during the animation, so in your Keyframe structure, in addition to Angle and length fields, you may want to modify the coords values.
另一个让CG动画看起来有“漂浮感”的原因是,使用相同的时间间隔设定出关键帧实在是太容易了。
One more reason CG gets that "floaty" look is because it is so easy to set keys with the same timing.
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.
在时间线工作,添加额外的关键帧和f曲线的调整,以便创造一个更有趣和充满活力的动画。
Working in the timeline, additional keyframes are added and f curves adjusted in order to create a more interesting and dynamic animation.
本文研究增强人体关节动画中运动细节描述的关键帧调整和插值方法。
This paper researches method of key frame editing and interpolation for human animation motion detail enhancement.
本文主要在计算机图形学的基础上,研究了动画制作中矢量化绘图、编辑、动画关键帧插值技术以及动画的实现方法。
This thesis is based on the computer graphic study, doing research in the drawing and editing of vector graphic, animation key frames and the realization of cartoons.
所有的帧之间,然后计算软件自动,包括压扁的底部,使得实际过程的动画的创作一些伟大的关键帧。
All of the in-between frames are then calculated by the software automatically, including the squish at the bottom, making actual process of animation a matter of creating a few great key frames.
在现有人体骨骼动画的制作过程中,动画师必需手工标定人体各主要关节点位置及人体骨架每一关键帧的姿态,工作量巨大。
Animating an articulated three dimensional human model currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface.
在现有人体骨骼动画的制作过程中,动画师必需手工标定人体各主要关节点位置及人体骨架每一关键帧的姿态,工作量巨大。
Animating an articulated three dimensional human model currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface.
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