- 更多网络例句与对象动画相关的网络例句 [注:此内容来源于网络,仅供参考]
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Our approach consists of the following steps: providing a sketch based mapping between the sources and the target; deforming the target based on the deformations of the corresponding sources by means of differential mean value coordinates; smoothing the deformed target with constrained minimization method to form a key frame of the target animation; and interpolating between key frames created from to produce a complete 3D animation of the target.
该框架由以下几个步骤组成:使用草图在源网格和目标网格间建立映射;使用非闭合网格均值坐标,根据源动画的运动风格来变形目标网格;对变形后的目标网格求解最小化约束函数以获取光滑的目标网格,从而生成目标动画的关键帧;对由产生的结果进行插值,产生完整的目标对象的三维动画。
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Select Bitmap object in the Animation group section of the Animator dialog.
选择动画对话框中动画小组部分的点阵图对象。
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Although we tend to think of animation as implying object motions, the term computer animation generally refers to any time sequence of visual changes in a scene.
尽管我们在考虑动画时暗指对象的移动,但术语计算机动画通常指场景中任何随时间而发生的视觉变化。
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But in the animation the weird art demonstrated the object, is in the reality and the imagination the extremely rare anomaly thing, is to the habit thing new, wonderful, different, the strange imagination and the thought that what thus in animation "weird" mainly depending on is the creativity novel and art savors the unusualness.
而动画中怪诞艺术所展示的对象,都是现实及想象中极为罕见的异态事物,是对常态事物的新、奇、异、怪的想象和思维,因而动画中的"怪诞"主要靠的是创意的新奇和艺术品味的超凡。
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Imagination , sarcasm, exaggerate animated cartoon formation , abjunction without end , ways like deformation, but the animated cartoon is hit by marriage partner shown by absurd art, be that reality and imagination are hit by extremely rare different state object , absurd animated cartoon creation is the new , strange , different , strange imagination and thought to constant state object as a result.
动画的形成,脱离不了想象、讽刺、夸张、变形等方式,而动画中怪诞艺术所展示的对象,都是现实及想象中极为罕见的异态事物,因而动画的怪诞创作是对常态事物的新、奇、异、怪的想象和思维。
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Cetin also walks you through a production quality fluid simulation animation project, starting from the storyboards. Modeling the objects in Max, scene setup and animation alternatives using the PWrapper function of Glu3D with the particle flow of Max, filling closed volumes with Glu3D particles and designing a fluid explosion are all thoroughly discussed.
从storyboards 开始,cetin还带领您通过产品质量的流体模拟动画项目,对象建模,场景设置,动画选择,这些将使用Glu3D 中PWrapper 的作用,彻底讨论了粒子流,填充封闭容器,设计流体爆炸。
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On the one hand, the component method is introduced into flowchart design, which can not only enlarge the depth and the connotation of the flowchart, but also extend the traditional concepts of the flowchart. By combining the component method and the objectoriented method, it will be easy to illustrate the industry flow and meet with the future requirements of the industry control software. On the other hand, the trajectory concepts in plane moving, the method of using Bezier Curve to approach the 1/4 arc to implement the arc circumrotation, the method of using graphic elements' combination to extend the expression capability, and the method of combining the graphic elements'combination, three-dimensional graphic elements and bitmaps to realize the three-dimensional effects to express the industry flow more realistic are brought forward in this dissertation.
工控软件中最能够体现人机接口设计创造性的画面当属流程图,本文对流程图设计进行了深入研究,提出了一种工控软件流程图设计的新方法:一方面在流程图设计中引入部件化方法,扩展流程图的深度与内涵,延伸了流程图的传统概念与意义,将部件化技术与面向对象技术相结合,能够更好地实现对工艺过程的描述并适应工控软件的未来发展要求;另一方面对流程图中动画关联和三维化这些新兴领域进行了研究,提出了平移动画中的&轨道&概念,以实现图元的沿曲线平移,提出了在圆弧旋转动画中用Bezier曲线逼近〓圆弧的工程化方法,并用最小二乘法进行了验证和工程化参数的获取,实现了利用图元组合来扩展流程图的表达能力,采用了图元组合、三维图元和位图相结合的方法来实现逼真的三维效果,以使工控软件更加符合人机工学,更能形象地反映工艺流程。
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Typical environments contain 1000-5000 total renderable objects, including static meshes and skeletal meshes.
虚幻3引擎理论上可支持的最大数量为同时存在1000至5000个可渲染的物体,包括静态模型对象和绑定了骨骼动画的动画模型对象。
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In terms of the fact that Skinned Mesh Animations based on Matrix palette skinning does not work well for non-quasi-articulated objects, this paper presents a new technology for skin deformation, skinning arbitrary deformation,which can set proxy-joints,automatically construct skinning approximations for arbitrary precomputed animations,and use dual quaternion for skinning .
针对利用MPS驱动的骨骼蒙皮动画对于非关节的对象精度不高的问题,提出了基于MPS的任意变蒙皮,该技术在任意动画上设置代理关节,自动为预先处理的任意动画的每一帧构建蒙皮相似量,利用二重四元数蒙皮,实验表明,SAD不仅能够有效地驱动非关节元素对象提高精度,而且能够充分利用MPS的优点
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A method for approximate NURBS skinning ;2. In terms of the fact that Skinned Mesh Animations based on Matrix palette skinning does not work well for non-quasi-articulated objects, this paper presents a new technology for skin deformation, skinning arbitrary deformation,which can set proxy-joints,automatically construct skinning approximations for arbitrary precomputed animations,and use dual quaternion for skinning .
针对利用MPS驱动的骨骼蒙皮动画对于非关节的对象精度不高的问题,提出了基于MPS的任意变蒙皮,该技术在任意动画上设置代理关节,自动为预先处理的任意动画的每一帧构建蒙皮相似量,利用二重四元数蒙皮,实验表明,SAD不仅能够有效地驱动非关节元素对象提高精度,而且能够充分利用MPS的优点。
- 更多网络解释与对象动画相关的网络解释 [注:此内容来源于网络,仅供参考]
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Animated Object:动画物体
Animated Mesh动画网格 | Animated Object动画物体 | Animated Objects运动物体;动画物体;动画对象
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Animated Object:动画对象
anhydrous alcohol 无水酒精 | animated object 动画对象 | Annex 16 附件 16
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Animated Tracks:动画轨迹
Animated Objects运动物体;动画物体;动画对象 | Animated Tracks动画轨迹 | Animated Tracks Only仅动画轨迹
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Animated Objects:运动物体;动画物体;动画对象
Animated Object动画物体 | Animated Objects运动物体;动画物体;动画对象 | Animated Tracks动画轨迹
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Animated Objects:物体;动画物体;动画对象
Animated Object动画物体 | Animated Objects物体;动画物体;动画对象 | Animated Tracks动画轨迹
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Ease In:对象的属性变化是慢慢地靠近下一个关键帧
10. Hold Keyframe:对象的动画属性变化是从一个关键帧突然跃至下一个关键帧,产生非连续动画; | 11. Ease In:对象的属性变化是慢慢地靠近下一个关键帧; | 12. Ease Out:对象的属性变化是慢慢地远离当前的关键帧;
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object animation:对象动画
1560numerical system数制 | 1561object animation对象动画 | 1562object file目标文件
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Paste Object Animation:将合适的动画粘贴到被选择的对象上
8. Paste Special:将合适的样式粘贴到被选择的对象上; | 9. Paste Object Animation:将合适的动画粘贴到被选择的对象上; | 10. Paste Special...:执行对象的纹理,动态遮罩和层等的特殊粘贴;
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one animated object can clone his animation on other objects:一个动画对象可以克隆他的其他对象的动画
Automatic synchronization system between many s... | - one animated object can clone his animation on other objects, -一个动画对象可以克隆他的其他对象的动画, | - allows to reproduce an optimized crawl ...
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object:物件 对象
渐变功能指一个物件对象(object)经过一段时间各帧的渐变效果后,变为另一形状或颜色的物件. 使用Ulead可以想象,在一个大型的动画作品中仅靠手工对使用到的数量庞杂的素材进行管理、修改是多么的繁琐,