Animation clip terms(動畫段術語)
Term: | Definition: | 翻譯 |
---|---|---|
Animation Clip | Animation data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. | 可以用于動畫角色或者簡單動畫的動畫數(shù)據(jù)。它是一個簡單的動作,例如“站立“,”行走“或奔跑。 |
Animation Curves | Curves can be attached to animation clips and controlled by various parameters from the game. | 曲線可以附加到 Animation Clip 上面,并由游戲中的各種參數(shù)所控制。 |
Avatar Mask | A specification for which body parts to include or exclude for a skeleton. Used in Animation Layers and in the importer. | 一種用于確定骨架包括或者排除的規(guī)范。用于 Animation Layers 和導入器。 |
- motion : 動作
- curves : 曲線
- attached : 被附加上
- various : 各種各樣的
- parameter : 參數(shù),參量
- specification : 規(guī)格;說明書
- skeleton : 骨骼
Avatar terms(“阿凡達”術語)
Term: | Definition: | 翻譯 |
---|---|---|
Avatar(阿凡達) | An interface for retargeting one skeleton to another. | 一個可以把骨架指向新目標的接口。 |
Retargeting(重定向) | Applying animations created for one model to another. | 將一個模型創(chuàng)建的動畫應用到另一個模型。 |
Rigging(綁定) | The process of building a skeleton hierarchy of bone joints for your mesh. Performed with an external tool, such as Max or Maya. | 為你的網(wǎng)格構建骨骼的骨架結構的過程。使用外部工具來完成,例如 Max 或 Maya。 |
Skinning(蒙皮) | The process of binding bone joints to the character’s mesh or ‘skin’.Performed with an external tool, such as Max or Maya. | 將骨關節(jié)和人物的網(wǎng)格或皮膚結合的過程。使用外部工具來完成,例如 Max 或 Maya。 |
Muscle definition(肌肉定義) | This allows you to have more intuitive control over the character’s skeleton. When an Avatar is in place, the Animation system works in muscle space, which is more intuitive than bone space. | 這使你對角色的骨架有更直觀的控制。當一個 Avatar 就位時,動畫系統(tǒng)在肌肉空間工作,這比骨架空間更直觀。 |
T-pose(T姿勢) | The pose in which the character has their arms straight out to the sides, forming a “T”. The required pose for the character to be in, in order to make an Avatar. | 人物手臂向兩邊伸直的姿勢形成 T 形。人物所處的這種姿勢在制作 Avatar 的時候被需要。 |
Bind-pose(綁定姿勢) | The pose at which the character was modelled. | 人物被塑造時候的姿勢。 |
Human template(人物模板) | A pre-defined bone-mapping. Used for matching bones from FBX files to the Avatar. | 一個預先定義的骨骼映射。用來把 FBX 文件中的骨骼與 Avatar 匹配。 |
Translate DoF | The three degrees-of-freedom associated with translation (movement in X,Y & Z) as opposed to rotation. | 與平移相關的三自由度,而不是旋轉。 |
- retarget : 重定向
- skeleton : 骨架,骨骼
- process : 過程
- hierarchy : 層次結構
- bone : 骨;骨骼
- performed : 執(zhí)行
- Muscle definition : 肌肉線條
- intuitive : 直覺的
- pose : 姿勢
- be modelled : 被塑造
Animation and Animator Controller terms(動畫和動畫控制器術語)
Term: | Definition: | 翻譯 |
---|---|---|
Animator Component(動畫組件) | Component on a model that animates that model using the Animation system. The component has a reference to an Animator Controller asset that controls the animation. | 使用動畫系統(tǒng)對模型進行動畫的組件。該組件有一個對控制動畫的 Animator Controller 資源的引用。 |
Root Motion(根節(jié)點動作) | Motion of character's root, weather it's controlled by the animation itself or externally. | 角色的根運動,無論它是由動畫本身還是外部控制。 |
Animator Controller(動畫控制器) | The Animator Controller controls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters.The same Animator Controller can be referenced by multiple models with Animator components. | 動畫控制器通過動畫參數(shù)控制 Animation Layers, Animation State Machines 和 Animation Blend Trees 的方式來控制動畫。 |
Animator Window(動畫窗口) | The window where the Animator Controller is visualized and edited. | Animator Controller 可視化和編輯的窗口。 |
Animation Layer(動畫層) | An Animation Layer contains an Animation State Machine that controls animations of a model or part of it. An example of this is if you have a full-body layer for walking or jumping and a higher layer for upper-body motions such as throwing an object or shooting. The higher layers take precedence for the body parts they control. | 一個 Animation Layer 包含一個 Animation State Machine,它控制一個模型的動畫或部分動畫。比如你如果有一個全身的 Layer,用來行走和跳躍,還有一個更高層次的上半身 Layer ,比如投擲或射擊。更高層次的 Layer 會更優(yōu)先使用他們控制的身體部分。 |
Animation State Machine(動畫狀態(tài)機) | A graph controlling the interaction of Animation States. Each state references an Animation Blend Tree or a single Animation Clip. | 一個控制動畫狀態(tài)交互的圖表。每一個狀態(tài)都引用一個 Animation Blend Tree 或者一個 Animation Clip。 |
Animation Blend Tree(動畫混合樹) | Used for continuous blending between similar Animation Clips based on float Animation Parameters. | 用于基于浮點參數(shù)類型的相似 Animation Clips 之間的連續(xù)混合。 |
Animation Parameters(動畫參數(shù)) | Used to communicate between scripting and the Animator Controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API. | 用于 scripting 和 Animator Controller 之間通信。在 scripting 中定義的參數(shù)可以在 Animator Controller 中使用,而其他參數(shù)則基于 Animation Clips 中的自定義曲線,可以使用 scripting API 進行采樣。 |
Inverse Kinematics (IK)(反向動力學) | The ability to control the character’s body parts based on various objects in the world. | 基于世界中各種對象來控制自己身體的能力。 |
- motion : 動作;移動
- externally: 外部地
- multiple : 許多的
- precedence : 優(yōu)先
- graph : 圖表;曲線圖
- interaction : 交換