1.3 动画(中英对照)

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– Only use rigid bodies / keyframe animations

  • 只使用不变形的物件,基于关键帧创建动画

– Only use translations, scales and rotations to animate each object composing the animation.

  • 动画中用到的对象只能进行平移、缩放和旋转三种操作。

Deformations or morphings are not allowed ( if you absolutely need those, please contact me ).

动画中不可对对象进行变形(如觉得必须进行此类操作,请与我联系)。

– Keyframe ( time ) based

  • 动画基于关键帧(时间流)

– Use as little objects as possible, since each object requires its own animation and has some cpu overhead in the 3D engine

  • 尽可能减少对象数,过多对象数的动画运算将占用大量CPU资源。

– A typical landing gear for a ship should not use more than 1-4 objects. It is best if “at rest”, the landing gear isn't visible from the outside of the ship ( this allows to hide the gear objects, and save cpu performance when the ship is in flight ).

  • 典型的舰船起落设备的对象数不应超过4个,如果是静止的就最好。起落装置平时应处于隐藏状态,如此可节省运算资源。

– Bigger ships can use a larger amount of objects for the gears or various animations

  • 大型舰船的动画允许使用较多的对象数。

– Turrets or guns should generally be made of 2 objects: the integrated base that rotates horizontally ( yaw ), and the part that rotates vertically ( pitch ), so that the turret can aim at any direction in its hemisphere. Note: some specific types of turrets / guns might not require full rotational freedom, some of them can be restrained to horizontal or vertical movement only depending on their design and function. Some turrets can also roll along their main axis if needed.

  • 炮塔和机枪口一般应使用两个对象:一个能水平向旋转的基座和能竖直向旋转的部件。如此枪炮即可瞄准任意方向。注意有些特定类型的枪炮不一定需要能全方位旋转,可以根据设计和功能需要为其设置只能水平向或竖直向旋转。也可以把炮管设置为可环绕自身主轴旋转。
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