美文网首页vs
Unity Mecanim - Animation terms

Unity Mecanim - Animation terms

作者: 黑点 | 来源:发表于2017-09-29 01:14 被阅读97次

    Animation clip terms(动画段术语)

    Term: Definition: 翻译
    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”. 可以用于动画角色或者简单动画的动画数据。它是一个简单的动作,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. 曲线可以附加到 Animation Clip 上面,并由游戏中的各种参数所控制。
    Avatar Mask A specification for which body parts to include or exclude for a skeleton. Used in Animation Layers and in the importer. 一种用于确定骨架包括或者排除的规范。用于 Animation Layers 和导入器。
    • motion : 动作
    • curves : 曲线
    • attached : 被附加上
    • various : 各种各样的
    • parameter : 参数,参量
    • specification : 规格;说明书
    • skeleton : 骨骼

    Avatar terms(“阿凡达”术语)

    Term: Definition: 翻译
    Avatar(阿凡达) An interface for retargeting one skeleton to another. 一个可以把骨架指向新目标的接口。
    Retargeting(重定向) Applying animations created for one model to another. 将一个模型创建的动画应用到另一个模型。
    Rigging(绑定) The process of building a skeleton hierarchy of bone joints for your mesh. Performed with an external tool, such as Max or Maya. 为你的网格构建骨骼的骨架结构的过程。使用外部工具来完成,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. 将骨关节和人物的网格或皮肤结合的过程。使用外部工具来完成,例如 Max 或 Maya。
    Muscle definition(肌肉定义) 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. 这使你对角色的骨架有更直观的控制。当一个 Avatar 就位时,动画系统在肌肉空间工作,这比骨架空间更直观。
    T-pose(T姿势) 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. 人物手臂向两边伸直的姿势形成 T 形。人物所处的这种姿势在制作 Avatar 的时候被需要。
    Bind-pose(绑定姿势) The pose at which the character was modelled. 人物被塑造时候的姿势。
    Human template(人物模板) A pre-defined bone-mapping. Used for matching bones from FBX files to the Avatar. 一个预先定义的骨骼映射。用来把 FBX 文件中的骨骼与 Avatar 匹配。
    Translate DoF The three degrees-of-freedom associated with translation (movement in X,Y & Z) as opposed to rotation. 与平移相关的三自由度,而不是旋转。
    • retarget : 重定向
    • skeleton : 骨架,骨骼
    • process : 过程
    • hierarchy : 层次结构
    • bone : 骨;骨骼
    • performed : 执行
    • Muscle definition : 肌肉线条
    • intuitive : 直觉的
    • pose : 姿势
    • be modelled : 被塑造

    Animation and Animator Controller terms(动画和动画控制器术语)

    Term: Definition: 翻译
    Animator Component(动画组件) 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. 使用动画系统对模型进行动画的组件。该组件有一个对控制动画的 Animator Controller 资源的引用。
    Root Motion(根节点动作) Motion of character's root, weather it's controlled by the animation itself or externally. 角色的根运动,无论它是由动画本身还是外部控制。
    Animator Controller(动画控制器) 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. 动画控制器通过动画参数控制 Animation Layers, Animation State Machines 和 Animation Blend Trees 的方式来控制动画。
    Animator Window(动画窗口) The window where the Animator Controller is visualized and edited. Animator Controller 可视化和编辑的窗口。
    Animation Layer(动画层) 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. 一个 Animation Layer 包含一个 Animation State Machine,它控制一个模型的动画或部分动画。比如你如果有一个全身的 Layer,用来行走和跳跃,还有一个更高层次的上半身 Layer ,比如投掷或射击。更高层次的 Layer 会更优先使用他们控制的身体部分。
    Animation State Machine(动画状态机) A graph controlling the interaction of Animation States. Each state references an Animation Blend Tree or a single Animation Clip. 一个控制动画状态交互的图表。每一个状态都引用一个 Animation Blend Tree 或者一个 Animation Clip。
    Animation Blend Tree(动画混合树) Used for continuous blending between similar Animation Clips based on float Animation Parameters. 用于基于浮点参数类型的相似 Animation Clips 之间的连续混合。
    Animation Parameters(动画参数) 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 之间通信。在 scripting 中定义的参数可以在 Animator Controller 中使用,而其他参数则基于 Animation Clips 中的自定义曲线,可以使用 scripting API 进行采样。
    Inverse Kinematics (IK)(反向动力学) The ability to control the character’s body parts based on various objects in the world. 基于世界中各种对象来控制自己身体的能力。
    • motion : 动作;移动
    • externally: 外部地
    • multiple : 许多的
    • precedence : 优先
    • graph : 图表;曲线图
    • interaction : 交换

    以上信息参考自Unity官方文档
    部分中文释义参考CSDN博客

    相关文章

      网友评论

        本文标题:Unity Mecanim - Animation terms

        本文链接:https://www.haomeiwen.com/subject/inzvextx.html