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.
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.
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.
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.
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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