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  2. ¨Ï¥Î¤º«Øªº(­ì«¬ )primitives¨Ó¥[¤J
²y(spheres),¨ä°Ñ¼Æ¦³¤GºØ
  1. geodesic(´¹²yÅéø»s¤è¦¡,¦³¤@°Ñ¼Æ¬O¤À³Î¼Æ0-6),µÙ§Î¬O 1
  2. lon/lat(¸g½n«×ªºÃ¸»s¤è¦¡)
¤è¶ô(blocks)
¶ê¬WÅé(cylinders)
¬f©Ô¹Ï²y(platonic solids)
¦hÃä§Î(polygons)
¦r§Î,¤£¤ä¤¤¤å
Åܧξ¹(modifier),¥Î¨Ó¹ïª«¥ó²£¥ÍÅܧÎ,¦³bend,stretch,warp,twistªº¤èªk

¦³¤@¨Ç«ü©w°Ñ¼Æ¦bbuild->primitives
shpere(¦P¹Ï¥Ü²y )
cylinder(¦P¹Ï¥Ü¶ê¬W)
rect.solid(¦Pblock)
tetrahedron(¥|­±Åé ,¥|­Ó¥¿¤T¨¤§Î©Ò²Õ¦¨)
cube(¥¿¤èÅé,¤£­n¨Ï¥Î¤è¶ô)
octahedron(¤K­±Åé)
dodecaheadron(12­±Åé)
icosahedron(20<­±Åé)



nogon(¦hÃä§Î,¦P polygons)¦ý¥i¥H«ü©w¦h¤ÖÃä



3.3 splines(¦±½u¤Ø)


¦³¨âºØ line,curve

¥¦¦³¥D­n¦³¨âºØ¼Ò¦¡
1.¬õ¦â¥NªíºÝÂI,©µ¦ùªººÝÂI
2.ªG¬O²Lºñ¦â¥Nªí,¶i¤J­×§ï¼Ò¦¡ ,curve¥i¥H³]©wÅs¦±ªº¨¤«×

§Ú­Ì¥i¥H¥s¥X¨â­Óµøµ¡:
1.¹ïÂI§Ö«ö¨â¤U:Delete¥i§R°£ÂI


2.¹ï½u§Ö«ö¨â¤U:Split¥i¥H±N½u¤¤¤À(¥[¤@·sÂI)

¦p¦ó¶i¤J²Lºñ¦â©O?¥ý¿ï¨ú¸Óª«¥ó,ÂI¤@¤U­n­×§ïªºÂI´N·|Åܦ¨²Lºñ¦â

3.4 Textª«¥ó

¤£¤ä´©¤¤¤å ,°£¤F±ÛÂಾ°Êµ¥¾Þ§@¥~,¥u¥i¥H°õ¦æ¤U­z¨âºØ¾Þ§@
fill->¶ñ¤JÃC¦â
extrude->©µ¦ù,²£¥Í¥ßÅ骺¦r,¨ä¤¤seg°Ñ¼Æ¬Oªí¥Ü±N¦r¦b«e«á¤À³Î¦¨¬°´X¶ô
¤W­zªº¾Þ§@­ì¨Óªº¤å¦rª«¥ó·|Åܦ¨ mesh

3.5 Filling

§A¥i¥HÂà´«¥ô¦óªº«Ê³¬ªºspline¬°¤@­Ó flat¿ï¾Ü¨º¨Çspline,µM«á build->fill
§A¤]¥i¥H«Ø¥ß½ÆÂøªº splines,¥]§t¤F¦h­Ó¿W¥ßªº curves.
¿ï¾Ü¨º¨Çspline,µM«ábuild->join_splines
¦A¨Óbuild->fill
§A¤]¥i¥H«Ø¥ß¥]§t¤å¦r
¿ï¾Ü¤å¦r,build->convert_to_spline
build->ungroup
µM«á©M¨ä¥¦ªºsplines,¿ï¨ú°_¨Ó
build->join-splines

3.6 Extrusion(©µ¦ù)

splines¦h¨â­Ó¾Þ§@§A¥i¥H°µ extrusion,lathing,¥¦¥i¥HÅý§A¥Ñ splinesÅܦ¨¥ßÅé
splines´N¬O¤@¨Ç½uªº²Õ¦X,§Ú­Ì¥i¥H±N½u©µ¦ùÅܦ¨¤@­Ó¥ßÅé,
­º¥ý«Ø¥ß¤@­Ósplines
µM«áBuild->extrude
¹ï¸Ü®Ø:

¾Þ§@ªº¤è¦¡:
1.¤Á´«µø¨¤¨Ï¥Îªº­nextrusionªº¤è¦V¬°µe­±¤W¤ô¥­©Î««ª½¤è¦V(Æ[¬Ý¤è«K )
2.build->extrude
a.Axis¬O¹ï¤°»ò¶b§@©µ¦ù,§A¥i¥H©w¸qpath,®Ú¾Úpath¨Ó§@©µ¦ù,¾Þ§@¬O¿ï§¹¥»µøµ¡«á¿ï¨ú¥ô¤@path´N¥i¥H¤F
b.lengthªø«×
c.segment(°Ï¶ô),¥¦·|¦b©µ¦ùªº¤è¦V,¤À¦¸§¹¦¨ ,¨Ò¦p¤W­z¹Ï¦V°Ñ¼Æ ,·|¤À10¦¸©µ¦ù ,¨C¦¸ªø«× 20/10=2
¦p¤U¹Ï¤À§O¬°segment=1,2,3,4

d.cap: ¥¿­±©Î­I­±«Ê³¬ ,¥[»\
e.texture coords:¥]§ttexture®y¼Ð
f.Don't Tesselate Caps:³Ì¦n¥´¤Ä,¦p¦¹¹Ï§Î¤~·|ºë² ,¨S¦³¦h°µ¤@¨Ç¤À³Î
µù:path¬O¤@­Ó«Ü¦nªº¤u¨ã¸Õ¸Õ¬Ý,¤U­±¬O¤»Ãä§Î®Ú¾Ú path(¦±½u)°µ exturde

3.7 Lathing(¦¨«¬)

¥i¥H«Ø¥ß¤@­Ó³æ¤@spline©ÎºI­±¿n,§Q¥Î latching(Àô¶§Î¦¨¤@­Ó¥ßÅ骺ª«¥ó )
¹ï¸Ü®Ø:

¤U­±¬O¤»Ãä§Î¹ïy¶b°µlatch

3.8 Modifiers( Åܧξ¹)


¥¿±`   twis   taper skew   curvature bend

¥Îªk :
·s«Ø¤@­Óª«¥ó,¦A«Ø¥ß¤@­ÓÅܧξ¹,ª`·Nª«¥ó¤ÎÅܧξ¹ªº®y¼Ð¶b,¤£¦Pªº®y¼Ð¶b·|¦³¤£¦Pªºµ²ªG ±N¸Óª«¥ó©ñ¤JÅܧξ¹¤º ,¤@©w­n©ñ¦bùØ­± ,¦]ÅܧήĪG¶È¤î©ó¤º³¡
bind modifier(«Ø¥ßª«¥ó¤ÎÅܧξ¹ªºÃö«Y)
unbind modifier (¨ú®øÃö«Y )
effect modifier (½T©wÅܧ岪G )
¥H¤U­Ó¾Þ§@¥i¨Ì·Ó»Ý¨D«e«á§ïÅÜ

  1. ¤@°_¿ï¨úª«¥ó¤ÎÅܧξ¹ ,bind modifier
  2. ÂI¿ïÅܧξ¹,³]©wÅܧαø¥ó
  3. effect modifier
©Î
  1. ÂI¿ïÅܧξ¹ ,³]©wÅܧαø¥ó ,Åܧξ¹µLªk¨Ï¥ÎÂI¾Þ§@¼Ò¦¡¨ÓÅܧÎ
  2. ¥[¿ï­nÅܧΪºª«¥ó,bind modifier
  3. effect modifier ³Ì«á³]©wbuild->modifiers->effect modifier
*¾Þ§@»¡©ú:
  1. ·s¼W®É­nª`·N®y¼Ð¶b¤Á´«¨ìwireªº¼Ò¦¡·|Åã¥Üª`·N®y¼Ð¶b
  2. ®y¼Ð¶b¬OÅÜ«¬ª«¥óªº°ò·ÇÂI³o­Ó°ò·ÇÂI¬O«O«ù¤£°Êªº,¦pªG­nÅs¦±¬O¬Û¹ï©ó°ò·ÇÂI¨ÓÅs¦±
  3. ¦³¨Ç¾Þ§@³£¦³¤è¦V©Ê,¤]´N¬O§A°µªºtwis,skew,bend§¡¦V X¤è¦V
  4. ¦]¤W­z©Ò¥H§Ú­Ì¥²¶·°w¹ï²¾°Ê©ÎÂà°Ê¨ì¦X¾Aªº¦ì¸m
  5. ²¾°Ê: µe­±¤¤¤ô¥­²¾°Ê,·Æ¹«¥ªÁä
    µe­±¤¤«e«á²¾°Ê,·Æ¹«¥kÁä,¥i¯àµLªkÅã¥ÜÅܰʦý¬O¥i¥H®Ú¾Ú¤U­±ªºª¬ºA¦Cposition:(x,y,z)
  6. Âà°Ê: µe­±¤¤¥ô·NÂà°Ê,·Æ¹«¥ªÁä
    µe­±¤¤¤ô¥­Âà°Ê,·Æ¹«¥kÁä

3.9 MirroringÃè®g(½Æ»s)

Ãè®g¨ä¥»¤W¥\¯à¤£¤j¦]¬°¥u¯à³æ¿W¤@­ÓÃè®g,¦ÓµLªk¦h­Ó
µù :¬°¤°»ò¬OÃè®g©O ?¦]¬°¦bª«Åé«eÂ\­ÓÃè¤l ,·|²£¥Í¸Óª«Åé¤@­Ó©Î¦h­Ó¼v¹³

3.10 Subdivison

±Nª«¥ó¥­·Æ¤Æ¥¦­ì¨Óªº·N¸q¬O(smoothing),¥¦·|±N meshªºÃ䨤Åܪº¶ê·Æ
¦³¤@ºØ§Þ³N¥sbox modeling,§A¥i¥Hmodel½ÆÂøªºª«¥ó¨Ï¥Î¤@­Ó²³æªº box

3.11 Subdivision(Âà´«¬°Subdivistionª«¥ó)

§A¥i¥HÂà´«mesh¦¨¬°¤@­ÓSª«¥ó,¨Ï¥Îbuild-convert to subdividedªº©R¥O.³o¬O¤@ºØ¸û²³æªº¤è¦¡¨Ó½s¿è ,¥¦·|±N§Aªºª«¥ó§Ë¥­·Æ,²£¥Í¸û²Óªººô®æ ,µM¦Ó³o¨Ç²Óªººô®æ ,¨ÃµLªk½s¿è©Ò¥H¤ñ¸û¦n±±¨î,µ¥¤j·§ªº§Îª¬¦n¤F¦A±N¨äÂà´«¬° mesh,¦p¦¹´N¥i¥H½s¿è²Óªººô®æ.
¦p¦¹³]­pªº¤èªk¬O¨Ï¥Î¤j¤è¶ô¨Óºc¦¨¤j·§ªº§Îª¬,Âà´«¬°¤wsubdivision objectÅܦ¨¥­·Æ«á,½Õ¾ã
«á¦AÂର¤@¯ëªºmesh°µ²Ó³¡ªº½Õ¾ã
ª`·N:¤£­n°µ¤Ó¦h¦¸ ,¦pªG¤Ó¦h¦¸¹q¸£·|Åܪº«ÜºC,¦]¬°­n±±¨îªºÂI¤Ó¦h¤F

3.12 Subdivide faces

³o­Ó¥\¯à¤£¦P©ó3.10¤Î3.11¤£­n§Ë²V¤F,³oùجO¬O¤À³Î¥­­±,¦pªG§Aµ¹ªº°Ñ¼Æ¬O1ªº¸Ü«h¨C¤@­ÓÃä¬É·|¤À³Î¤@¥b,¦Ó¤@­Ó¥­­±«h·|Åܦ¨¥|­Ó,¦Ü©ó¨ä¥¦ªº­È ´N¤£ª¾¹D¤F..

3.13 Front and Back(·s¼W¥\¯à)


¦bÂI½s¿è¼Ò¦¡¤U,³o­Ó¥\¯à¬OÅý§A¥i¥H®e©ö¿ï¨ú©Ò¦³ªºÂI¡B­±¡B©Î½u,¥¦¦³ ¤TºØª¬ºA
1.Front-¥u¿ï«e­±
2.Back -¥u¿ï¨ú«á­±
3.Front©MBack-¥þ¿ï ,¹w³]

3.14 Cut ¤u¨ã(·s¼W¥\¯à)


¦bÂI½s¿è¼Ò¦¡¤U,³o­Ó¤À³Î¤u¨ã,¥i¥HÅý§A»´©öªº¤À³Î¤£¦Pªºª«¥ó
¦p¦ó¤À³Î©O
1.¶i¤JÂI½s¿è¼Ò¦¡
2.«ö¤U¥ª¹Ï¥Ü
3.¦bª«¥ó­n¤À³ÎªºÃä¬É,·Æ¹«¥ªÁä¤U¤£©ñµM«á©ì¦²¥X¤@±øÃä¬É(¬õ½u)
4.©ñ¶}·Æ¹«,«h­n³Q¤À³Îªºª«¥ó,·|¥[¤J¨¬¥H¤À³Î¸Óª«¥óªºÂI,¥B¨º¨ÇÂI¦b¿ï¨úªºª¬ºA¤U
5.¥Ø«eªº§@¥Î¥u¬O¥[¤JÂI,¨Ã¥¼¯u¥¿¤À³Î
6.°õ¦æ(edit->loop cut),·|¯u¥¿±N¨ä¤À¦¨¨â­Óª«¥ó

3.15 shell ¤u¨ã(·s¼W¥\¯à)


¦bÂI½s¿è¼Ò¦¡¤U,¦pªG§A­n«Ø¥ß¤@­Ó«p«×ªº´ß,¥i¥H¨Ï¥Î³o­Ó¤u¨ã,¦ý¬O­ì ª«¥ó
¥²¶·¤£¬O¦b«Ê³¬ªº°Ï¶¡¤º¤~¥i¥H,¤]´N¥ô¦óª«¥ó¥²¶·­n¦³¤@­±¬O¨S¦³ªÅªº¤~¥i¥H
1.¶i¤JÂI½s¿è¼Ò¦¡
2.©Ô¤U¥ª¹Ï¥Ü
3.¦b­n«Ø¥ßshell·Æ¹«¥ªÁä¤U¤£©ñµM«á©ì¦²,¦pªG¥i¥H«Ø¥ß¥i¥H§Y®É¬Ý¨ì®ÄªG,
µM«á¦b¦X¥G§A­n¨Dªº®É©ñ¶}·Æ¹«

3.16 Bump ¤u¨ã(·s¼W¥\¯à)


¦bÂI½s¿è¼Ò¦¡¤U,Åý¿ï¨úªº­±¬ð¥X

3.17 Point slide¤u¨ã(·s¼W¥\¯à)


¦bÂI½s¿è¼Ò¦¡¤U,Åý¿ï¨úªºÂI,©¹¬Y­Ó©µ¦ùªº¤è¦V²¾°Ê,¥u¯à¿ï¨ú³æ¿WªºÂI
1.¶i¤JÂI½s¿è¼Ò¦¡
2.±µ¤U¥ª¹Ï¥Ü
3.ÂI¿ï¬Y¤@ÂI,Åܦ¨¬õ¦â,¤£­n©ñ¶}·Æ¹«,²¾°Ê§Aªº·Æ¹«,¦pªG¥i¥H²¾°Ê¥i¥H§Y®É¬Ý¨ì®ÄªG

Morph Targets

morph target ¬O¤@ºØª«¥óÅܧÎ,¬Y¤@¨Ç©Î¬O¥þ³¡ªºÂI²¾°Ê¨ì¤£¦Pªº§Îª¬.¥H¤U¬O¤@­Ó¤HÃþªí±¡ªº½d¨Ò,¦pªG§A­n¤Hª«±i¤f,§A¥²¶·«Ø¥ßÅܧÎ"morph target".  §A¥i¥H²£¥Í¥­·Æªº°Êµe¦b­ì©lªº³¬¤f¨ì±i¤f¨Ï¥Î³æ¤@ªº±±¨î¾¹.  ·í§A¼W¥[±±¨î¾¹ªº­È¥¦´N·|¦p¤U¹Ï
 

¤Hª«ªº¤f±i¶}. 

Áyªº¦ÛµMªí±¡.  Áyªº¥k¤âÃä¬O¨Ï¥Î"morph target"©Ò«Ø¥ß,¥¦¦b¯º.  ÅܧΤ¤ªº­È¬O1/3 ©M 2/3.
«Ø¥ß¤@­ÓÅܧΪº¥Ø¼Ð, §A­º¥ý­n«Ø¥ß¤@­Ó°ò¥»ªº¼Ò§Î.  It's important to put the finishing touches on your model first since altering the base model can corrupt any morph targets you have added.  You then can make a morph using the Build->MorphTargets->New command.  ½T©wµ¹¥¦¤@­Ó¦³·N¸qªº¦WºÙ¦p"smile" ¦p¦¹§A¥i¥H¥¦·í§A¦b¨Ï¥Î
Scene editor.
¦A¨Ó½s¿è§AªºÂI½s¿è¼Ò¦¡²¾°ÊÂI¦b¥ô·Nªº§Îª¬.  ·í§A§¹¦¨¤§«á¨Ï¥ÎBuild->MorphTargets->None ©R¥O¦^¨ì°ò¥»ªº§Îª¬©Î«ùÄò¥[¤J¨ä¥¦ªºÅܧÎ.
ª`·N:  ¦pªG¨Ï¥ÎSubdivision ª«¥ó·í§@§Aªº¼Ò§Î,§A±N¥u¦³¤Ö³\ªºÂI¥i¥HÀ³¥Î.



4.ª«¥ó½s¿è(ÂI½s ¿è¾¹)

ª«¥ó½s¿è³o­Ó¹Ï¥Ü¬OÂI½s¿èµ{¦¡,¥¦¬O¹ïª«¥ó°µ²Ó³¡­×§ïªº¨}¦n¤u¨ã ,¦]¦¹¾Ç·|¥¦§A¤~¯àÆF¬¡¹B¥Î anim8or,½Ð¥ý±N¨ä¥¦ª«¥óÂରmesh¤~¥i¥H°µ¦p¤Uªº¾Þ§@

ÂI½s¿è¼Ò¦¡¦³¤TºØ¿ï¨ú¼Ò¦¡


ÂI-¿ï¨ú³æ¤@ÂI ,©Î¦hÂI
½u-¿ï¨úÃä¬Éªº½u
­±-¿ï¨ú­±(­±¥i¥H³æ¿WÀ³¥Îmaterial,¿ï¨ú¤@¨Ç­±µM«á)

4.1 ÂI½s¿è


1.¥ý´¡¤J¤@­Ó²y
2.²y­n¥ýÂରmesh,µM«á¶i¤JÂI½s¿è¼Ò¦¡
3.§A¥i¥H¿ï¨úÂI
4.¦b³o®É§A¥i¥H°µ¤@¨Ç°ò¥»ªº¾Þ§@,§R°£µ¥¤ñ¨Ò©Î¤£µ¥¤ñ¨Ò
(Âû³J)ªº©ñ ¤jÁY¤p,²¾°Êµ¥,¦hÂIªºÁY©ñ,²¾°Ê¬O¥i¥H¨Ï¥Î®@!


4.2 Ãä¬É½s¿è

¶i¤J½u½s¿è¼Ò¦¡
¦p¦ó¶i¤JÃä¬É°Ñ¼Æ½s¿è¾¹
1.ÂI¿ïÃä½u¨â¤U
2.¦pªG§A¿ï¨ú¦h­ÓÃä¬É,edit->Edge Property...

3.¦pªG§A¿ï¨úCreased«h·|¶ñ¤J¥­­±,¦p¤U¶êªº¤U¥b³¡

4.¦Ü©ó¥t¤@­Ó°Ñ¼ÆRounded¥¦¬OÃþ¦üsmoonth,§A¥i¥H½Õ¾ãÃä¬Éªº¥­·Æµ{«×,¦³0-7

4.3 ­±½s¿è

§A¥i¥H§R°£¤@­Ó­±,¦ý¬OÂI¤ÎÃä½u,¤´Â¦s¦b.§AµLªk²¾°Ê,±ÛÂà©Î¬OÁY©ñ¿ï¨úªº­±(¦bÂI©Î½u¼Ò¦¡¤~¥i¥H),³o¬O¦]¬°ºò¾Fªº­±¤£ª¾¦p¦ó³B²z.
§A¿ï¨úªº­±¦bÅã¥Ü®É,¥¿­±¬O¶À¦âªº,¦Ó­I­±¬OÂŦ⪺

4.4 §÷½èªºÀ³¥Î

1.¿W¥ßªº­±
2.¤@­Ómesh

4.5 ·s¼W¤@­ÓÂI©MÃä¬É

§A¥i¥H¥[¤J¤@­Ó·sªºÂI©MÃä¬É,¨Ï¥Î¹Ï¥Ü
¤@¯ë¨ÓÁ¿¥¦·|¦P®É²£¥ÍÂI©MÃä¬É(¨âÂI),¥u­n¿W¥ßªºÂI¤~¤£·|²£¥ÍÃä¬É
¥Îªk:
¥[¤JÂI:
  1. ¦b¤w¦s¦bª«¥ó¥[¤JÂI¤Î½u-¥ý¿ï¨ú­ìª«¥ó¤w¦s¦bªºÂI ,µM«á©ì¦²¨ì·Q­n·s¼Wªº¦a¤è(§A·s¼WªºÂI)
  2. ·s¼W¿W¥ßªºÂI-«öSHIT¤£©ñ,¨Ï¥Î·Æ¹«¥ªÁä¥[¤J,¨Ã¥i¥H©ì¦²¨ì·Q­nªº¦a¤è
  3. ¦pªG·s¼WÂIªºªþªñ¤w¦s¦b¤@­ÓÂI,·|²£¥Í¦X¨Öªº²{¶H,§A¦b©ì¦²®É³ÌªñªºÂI·|Åܦ¨¬õ¦â ,¦pªG¤£­n³o­nªº¹w³],¥i¥H¨Ï¥Î shift¨Ó²£¥Í¿W¥ßªºÂI

4.6 ¥[¤J­±


  1. ­n¿ï¨ú«Ê³¬ªºÃä¬É
  2. ©Ò¦³¿ï¨úªºÃä¬É,¥²»Ý¤£¬O¨â­Ó©Î¬O¦h­Ó¤w¦s¦b­±ªºÃä¬É
    ÃC¦â·|§i¶D¤@­ÓÃä¬ÉÄÝ©ó´X­Ó­±ªº
Ãä¬Éªº¼Æ¥Ø
ÃC¦â
Ãä¬É¼Æ
¬õ
0
ºñ
1
¥Õ
2
µµ
>=3
edit->FillHoles:
Ãä¬ÉªºÃC¦â3.¥i¥H¤@¦¸¦h¿ïÃä¬É,µM«á§å¦¸§¹¦¨«Ê³¬ªº 3Ãä¬É
µM«á¦b¶ñº¡4ªºÃä¬É,¥H¦¹Ãþ±À, ª½¨ì¨S¦³¥i¥H¦X¦¨¤@­Ó­±¬°¤î
¤@­Ó¥­­±ºc¦¨­n¯À¬O¦Ü¤Ö¤T­ÓÂI( ¤T±øÃä¬É )
§A¤]¥i¥HÀ³¥Î edit->Flipnormals size="1"©M edit->FixNormals

4.4 ³s±µ¤£¦Pªºmeshes

  1. ±N¨â­Ó­n³s±µªºª«¥ó ,­n³s±µªº¦a¤è,©ñ¦bªþªñ ,¯d¤U¤@­Ó¤pªÅ»Ø
  2. ¿ï¨ú¨â­Ómeshes,bulid->join solids
  3. ¶i¤JÂI½s¿è¼Ò¦¡,¨â­Ó¶¡¥[¤JÃä¬É
  4. ¿ï¾Ü©Ò¦³Ãä¬É,edit->FillHoles

4.5 ¦X¨ÖÂI

¤U¹Ï¬Oedit->merege pointsªº¹ï¸Ü®Ø,¨ä­È¬O¦X¨Ö¨âÂI¶¡ªº³Ì¤j¶ZÂ÷,¦pªG¤p©ó¨âÂI¶¡ªº¶ZÂ÷,«h¤£·|¦X¨Ö,¤j©óªº¤~·|¦X¨Ö
  1. ¦X¨Ö¨âÂI-¿ï¨ú¨â­ÓÂI,edit->merge points,¥X²{¤W­zµøµ¡«á¿é¤J¨âÂI¶¡¶ZÂ÷,´N·|Åܦ¨¤@­ÓÂI,¨ä¥­­±¤]·|¦X¨Ö
  2. ¦X¨Ö¦h­ÓÂI-¿ï¨ú­n­n¦X¨Öªº¼Æ­ÓÂI,¼Æ¶q­n¹ïºÙ,«á°õ¦æedit->merge points,µM«á¿é¤JÂI¤§¶¡ªº¶ZÂ÷,«hµ{¦¡·|¦Û°ÊÀ°§A¦X¨Ö¦U­Ó¬ÛªñªºÂI


¤@¯ëªº¾Þ§@¤èªk¦p¤U(¥ý¦X¨ÖÂI,¦A¦X¨Ömesh)
  1. ¦X¨Ö¨â­Ómesh,¬O¦³¬Û¦Pªº³s±µÂIªº®É­Ô¥i¥H¨Ï¥Î¦X¨ÖÂI¨Ó
  2. ¦X¨Ö¨â­Ómesh,¦³®É­Ô§A¥i¯à¥ý«Ø¥ß¦n¤@­Ó¥b­Ó¹ïºÙªºª«¥ó,¨Ï¥Îmirrorµ¥¨Ó½Æ»s ,
    µM«á¿ï¨ú¨â­Óª«¥ó,build->Join Solids,¦A¿ï¨úÂIedit->merge points

4.6 ­±ªº©µ¦ù¾Þ§@

³o¸Ì©Ò¦³ªºÀ³¥Î³£¥²¶·¬O¦b­±ªº¼Ò¦¡¤U¤~¦³¥Î,¦Ó¥B­±¤£¤@©w¬O¥|¤è§Î,¥i¥H¬O¶ê§Î¤Î¨ä¥¦¥iºc¦¨­±ªº¥ô¦ó§Îª¬ ±N¿ï¨úªº­±,¥i¥H««ª½¿ï¨úªº­±µ¥­±¿nªº©¹¥~©Î©¹¤º©µ¦ù
¿ï¨ú¦h­Ó­±,¤W­z¬Oµ¥­±¿n ,³oùØ«h¬O«O«ù ,¾Fªñ­±ªº³s±µ
±N¿ï¨úªº­±,ªuµÛ¤¤¤ßÂI§áÂà
©ñ¤jÁY¤p©¹¥~©Î©¹¤º©µ¦ùªº­± ,°O¦í¦pªG©¹¤º«h³Ì«á­±¨º­Ó­±¬O³æ¤@ªº¥­­±
©µ¦ù¥X¤@­Ó¦yªº
©µ¦ù¥X¤@­ÓÀ@§Î¦Ó¤W¤è¥]¯d­ì¥­­±ªº§Îª¬
¦pªG¦s¦b¤@­Ó¥­­± ,§Ú­Ì­n¦b¥­­±¤º«Ø¥ß¥t¤@­Ó¥­­±®É¨Ï¥Î , ¥i¥H¥Î¨Ó·s¼Wªù ,µ¡¤á ,©Î²´´¸
bridge
1.¥»¨­ªº¨â­Ó­±,¦pªG¬O¹ê¤ß,ÅܪŤß
2.¥»¨­ªº¨â­Ó­±,¦pªG¬OªÅ¤ß,Åܹê¤ß
3.¤£¦Pª«¥óªº¨â­Ó­±,¦P2

flatten:¦P¦rªº·N¸q,´N¬O±N¤@²Õ¿ï¨úªº­± ,¦X¦¨¤@­Ó¥­­±
merge face:¦P¦r·N

4.7¿ï¨ú¤u¨ã

¿ï¨ú¤u¨ã¬O¥i¥H¥[§Ö¨Ï¥ÎªÌ½s¿èªº³t«×
edit->select
invert selection

¤Ï¦V¿ï¨ú,­ì¿ï¨úªºÅܦ¨¤£¿ï,¨S¿ïªºÅܦ¨¿ï¨ú
Grow face selection

¦b­±½s¿è¼Ò¦¡,±N¿ï¨ú­±©¹¥~ÂX±i¨ì¬Û¾Fªº­±
select connected

¿ï¨ú³s¦b¤@°_ªºÂI©Î½u©Î­±
select by Material

®Ú¾Ú©Ò¨Ï¥Îªºtexture¨Ó¿ï¨ú(¥¼´ú)
select Face edges
±N©Ò¿ï¨ú­±ªºÃä¬É¿ï¨ú
quad loop select
quad(¥|¶g),¦b½u½s¿è¼Ò¦¡,¿ï¨ú¬Y¤@«Ê³¬½u¤@¬q,¥i¥H³z¹L³o­Ó©R ¥OÅܦ¨¿ï¨ú«Ê³¬
quad ring select


¦b½u½s¿è¼Ò¦¡,¿ï¨ú¬Y¤@±ø½u,¥i¥H³z¹L³o­Ó©R¥OÅܦ¨¹ïºÙ¬Y¤@­Ó¶b¤ß



5.Figure

¬O¥Î¨Ó³]­p°Êµeªºcharacters(¤Hª«°Êµe),À³¥Î¨ìanim8orªº scenes³oùئ³¦h¤Fbone structure ©ÎºÙ¬°skeleton,§A¥i¥H³]©w¤@¨Çª«²z°Ê§@ªº¯S©Ê,¤U¹Ï¬°¨ä¤u¨ã¦C,¥u¦³¨âºØ¼Ò¦¡(½s¿è/ÂsÄý)

5.1 ·s¼Wªº¤u¨ã



5.2 «Ø¥ß°©Àf

¨C¤@­Ófigure³£¬O¥Ñ¤@­Ó°ò¥»ªº°©Àf .¥[¤J¤@­Ó¤l°©Àf¦b®Ú°©Àf¤W
·í§Ú­Ì¤@¶}±Òfigureªº½s¿èµøµ¡®É,¦bµøµ¡ªº¥¿¤¤¶¡³£·|¦³¤@­Ó¶Â¦âªº¤T¨¤§Î,¨º´N¬O root bone.
©Ò¦³ªº¨ä¥¦³¡¥÷³£¬O¥Ñ¥¦©Ò©µ¦ù¥X¨Óªº

5.3©T©wÃö¸`

¥H¤UÃö¸`³¡¥÷ªº°Ñ¼Æ


5.4

¦b«Ø¥ß¤@­Ó figure ¦³¨âºØ¤£¦Pªº³¡¥÷ :
body:¥i¨£ªº³¡¥÷
bone:¤äÂI³¡¥÷
§A±N·|¤Þ¥Î¦bojbect©Ò½s¿èªºª«¥ó,¦Ó¥B¥i¥H¦h¦¸¤Þ¥Î,¦Ó­×§ïª«¥ó®É¥u­n¦b object editor ¤¤­×§ï´N¥i¥H¤@¦¸´N¥i¥H¤F ,©Ò¦³¤Þ¥Îªº³¡¥÷§¡·|³Q§ó·s

5.5 figure ½s¿è¾Þ§@

bone(skeleton)³¡¥÷
1.Âà°Ê¥i¬¡°ÊªºÃö¸`
2.§ïÅÜÃö¸`ªº¤j¤p
3.·s¼WÃö¸`³¡¥÷
4.¥[¤Jskin
¥i¥H¨Ï¥Î¨â­Ó«ö¶s¨Ó¤Á´«bones©M body ªº¥i¨£©Î¤£¥i¨£
1.Åã¥Ü©Î¤£Åã¥Ü°©Àf
2.Åã¥Ü©Î¤£Åã¥Ü body


free Ãö¸`¥i¥H¦Û¥ÑªºÂà°Ê
lckd °Êµe®É¤~·|¼vÅT¨ì
min ³Ì¤p¨¤«× -359<=min<=359
default ¤º©w¨¤«× default ¤¶©ó³Ì¤j¤Î³Ì¤p
max ³Ì¤j¨¤«× -359<=max<=359, ¦Ó¥B max>min
no limtits ¦P free

·|Åã¥Ü¤£¦P x,y,z ¶bÃö¸`ªº¨¤«×­­¨î,¨¤«×ªº­­¨î¥Ø«e¦n¹³¬O|max-min|<=359

®y¼Ð¶bªºÃC¦â
x-ºñ
y-ÂÅ
z-¯»¬õ

¦b§Ú­Ìø¨î°Êµe®É¦³¤@­Ó«Ü­«ªºªº¤u§@¬O¹B°Êªº¼ÒÀÀ,¦ý¬O¦p¦ó¼ÒÀÀ©O?©Î¬O±N¼ÒÀÀªº°Ê§@¼Æ¾Ú¤Æ©O?
Åܦ¨x,y,zªºÂà°Ê¨¤«×©O?
  1. ³o­Ó¥\¯à³Ì¦n«ö¤U,¦p¤U¹Ï
    Åܦ¨
    §Ú­Ì¥i¥H«Ü©úÅ㪺¬Ý¥X¥¦¨q¥X¤F¸Ó°©Àf¥iÂà°Êªº¨¤«×
  2. ¿ï¾Ü¾A·íªºµø¨¤,¦pªG§A­n¨Ï¥Î¹w³]ªºµø¨¤,«h­nÂà°Êªº³¡¥÷(°©Àf)³Ì¦n¬O¹ïµÛ§A,¤]´N¬O¶b¤ß¬O¥Ñ§Aªº²´·ú¨ì¿Ã¹õ,¦p¦¹Âà°Ê¨¤«×ªº³]©w¤~¯à§¹¥þ §e²{¦b§A ªº­±«e,¦A¨Ó´N¬O¨¤«×ªº³]©wx,y,z¶bªº¥¿­Èªº¤è¦V¬O0«×,¥H¤U¹Ï¬°¨Ò,Âà°Ê¶b¬Oz,¦Óx¶b¬°0,¤Ï®ÉÄÁ¤è¦V»¼¼W¦^¨ìx¶b¬°360
  3. ®y¼Ð¨tªº°ÝÃD,¨C¤@­Óª«¥ó(bone)³£¦³¦Û¤vªº®y¼Ð¨t,¦ÓÂà°Êªº®y¼Ð¨t¬O§¹¥þ¨Ì¾Ú¸Óboneªº®y¼Ð¨t,¦]¦¹§Ú­Ì¤£­n¥Hµe­±¤W¥ª¤U¨¤ªº®y¼Ð¶b ¬°°ò¦, ·í§A¦³½Õ¾ã¹Lboneªº¨¤«×®É,´N·|©M­ì©lªº®y¼Ð¨t¤£¦P,¦¹®É¥i¥H¥H ®y¼Ð¶bªºÃC¦â x-ºñ,y-ÂÅ,z-¯»¬õ,¨Ó°Ï¤À



5.4 ¥[¤Jbody

¥[¤J¤@¥¹§A«Ø¦nªº°©¬[³¡¥÷,§A¥²¶·¥[¤J¥i¨£ªº¨­Å鳡¥÷
¨Ï¥Îbuild->AddObject ªº¿ï¶µ¨Ó¥[¥¦, ¥[¤Jªºª«¥ó·|¦p¦P°©¬[³¡¥÷ªº°Ê§@
§A¤]¥i¥H¨Ï¥Î²³æªº¶ê¬WÅé©Î¬O²yÅé(¹³Ãö¸`¤Î°©Àf),¥i¥H§Ö³tªº¨Ó´ú¸ÕÆ[¬Ý°©Àfªº¦æ°Ê
§A¤]¥i¥H§ïÅÜ¥¦­Ìªº°Ñ¼Æ,¦pÃC¦â..

5.5 ¥[¤J¥Ö½§

skin,·í§Ú­Ì¥[¤Jª«¥ó®É,¦pªGÃö¸`¦b°µ²¾°Ê©Î¬OÂà°Ê®É,¦pªGª«¥ó§¹¾ãªº¸òÀHµÛ¹B°Ê¨äµ²ªG¬O«Ü°²ªº,«Ü¹³¾÷¾¹¤H,¤q¨ä¬OÃö¸`³¡¥÷,¨ä©M¯u¤H³Ì¤jªº¤£ ¦P¬O¤Hªº°©Àf¤WÂЦ³¦Ù¦×¤Î¥Ö½§,§Ú­Ì¦b²¾°Ê©ÎÂà°Ê®É,¤£¦Pªº¦Ù¦×·|¦³¤£¦Pªº¦ì²¾¶q,¦Óskinªº¥\¯à´N¬OÅý³]©w³o­Ó,¦p¤U¹Ï,§A¥i¥H¬Ý¨ìskin,¶À ¦â³¡¥÷§Ú­Ì±N¨äµø¬°°©Àf³¡¥÷,¤¶©ó¶À¦â->¾ï¦â³¡¥÷¬O¦×ªº³¡¥÷,¥¦¦³¤»­Ó±±¨îÂIouter,inner,length (¨â­ÓºÝÂI¦U¦³³o¤TÂI),
1.outer-±±¨î¥~³¡(¾ï¦â)ªº©ñ¤j¤ÎÁY¤p
2.inter-±±¨î¤º³¡(¶À¦â)ªº©ñ¤j¤ÎÁY¤p
3.length-±±¨î¨äªø«×

¦p¦ó¶i¤J©O?
«Ø¥ßªº¶¶§Ç¬O°©Àf->BODY->SKIN,³o¬O¥²­nªº,¤]´N¬O»¡¦pªG¨S¦³ BONE,´NµLªk body ©Î skin ªº°Ê§@

«ö¤@¤U¤W­zªº¹Ï¥Ü

±µ¤U¨Ó,¤F¸ÑSKIN¹Ï¤¤©Ò¥Nªíªº·N¸q,¥Ñ¤W§Ú­Ì¤wª¾¥i¥H­×§ï,¥i¬O§Aª¾¹D¥¦¦p¦ó¼vÅT¨ì¹B°Ê¶Ü?
§ÚÆ[¹îªºµ²ªG,§Úª½±µ´N´£¶À¦â(¤º³¡)³¡¥÷·í°µ°©Àf,¦Ó¾ï¦â¨ì¶À¦â«h¬°¥Ö½§ªº³¡¥÷,¦Ó°©Àf³¡¥÷¬O§¹¾ã¦ì²¾,¥Ö½§ªº³¡¥÷«h¨Ì¥Ñ¤º¦Ü¥~³¡ªº¬Ûµ¥¦ì¸m¦Ó¦³¤£¦P, ¦ý¬O¥²¶·»\¹L¾ã­Óª«¥ó§_«hÅÜ«¬µLªkÀ³¥Î¦bÂл\ªº³¡¥÷,·í¦b¹B °Ê®É¥Ö½§³¡¥÷·|²£¥ÍÅÜ«¬,¥i¯à·|¦ùªø©Î¬O¦¬ÁY,³o®É§Ú­Ì­n¦Ò¼{°©Àfªºªø«×,¬Û¹ïÂà°Êªº¨¤«×,
#¦Û¤v¨Ã¤£¬O«Ü¤F¸Ñ,¦ý¬Ý¨ì§O¤Hµeªº¹ê¨Ò,²q´ú¦p¤Wªº»¡©ú,®Ú¾Ú§O¤Hªº¹ê¨Ò ¨ä¥Îªk¬O¾¨¶q±N°©ÀfÂл\¦bª«¥óªº¥þ³¡,¶È¯d¤U¤@¤p³¡¥÷ªºªÅ¶¡µ¹¾ï¦â³¡¥÷,¦Ó¾ï¦â³¡¥÷­n§¹¥þÂл\¾ã­Óª«¥ó,¤j³¡¥÷ÁÙ­n¶W¹L
¤U¹Ï¬O¤@­Óbone¤Î¤@­Óskin(·íµM¥u¦³¤@­Óbone¤Îskin¬O§¹¥þ¨S¦³ªº¥Î³B)

 

¥Ñ©ó¦³®É­ÔµLªk«Ü·Ç½Tªº©w¦ì¦]¦¹§A¥i¥Hª½±µ¹ïbone§Ö«ö¨â¤U,±a¥X¤U­±ªºµøµ¡¨Ó³]©w
base¬Obone©T©wºÝ
end¬Obone¥i²¾°ÊºÝ
offset¬O¥Hbase(0)->end(100)¥i¥H¦Ò¹L100,³oùجO³]Âл\(ªø«×)
¦Ü©óinner¤Îouter¬O¶êªº¥b®|§a,¦Ó¥Binner¤@©w¤p©óµ¥©óouter


#¦pªG§A¬O¨Ï¥Î·Æ¹«¨ÓÅܧó¤W­z³]©w,°O¦í¦V¥k,¤Î¦V¥ªªº§@¥Î(¥k¤j©Îªø,¥ª ¤p©Îµu)



6.Sequence Editor

¥[¤Jsequence®Ú¾Ú¤§«eªº figure ¤@­¶¤@­¶ªº²Õ¦X°_¨Ó , §Ú­Ì¦b figure ¤¤¤w¸g³]©w§Ú bone ªºµ²ºc ,¥Ñ©ó¨Ï¥Î¤@­¶­¶ªº³]©w¿Ã¹õ¤Ó®ö¶O®É¶¡¤F , ¦]¬°¦³¤@¨Ç°Ê§@ (¦pÂ\¤âªº°Ê§@) §Ú­Ì¥i¥H¹w´ú¥¦ªºÂ\°Ê¤è¦V , ¦]¦¹¦³Â²³æªº¤èªk¬O³]©w¦b¹B°Ê¹Lµ{¤¤,¨ä¤¤ªº¹B°Ê¹Lµ{ , «h¬O®Ú¾Ú³]©w¨ÓÂà°Ê©Î¬O²¾°Ê , ¦]¦¹Â²¤Ö¤F¤¤¶¡ªº³]©w , ¦Ó³o¨Ç©wÂI¬O§Ú­Ìµy¬° keyframe
ª`·N¦bsequence ¤¤¤@¯ë¬O¤£³]©w²¾°Ê,¥u¦³³]©w¬Yª«¥ó¦b©w
What is key?
¦pªG§A¥²¶·³]©w¨C¤@­Óframe ªºÃö¸`ªº°Ê§@
sequence ªº¬yµ{
mode->sequence
sequence-> ¿ï¾Ü figure
¦Ü¤U¤ètime ÂI¿ï©Ò­n²£¥ÍÂà°Êªºbone, ¦b¤Ø³W¤WÂI¿ï©Ò­n©w¸qªº frame

7.Scene Editor

§A¥i¥H·Q¹³³oùجO¤@­ÓÄá¼v´×,§A»Ý­n¿O¥ú,³Q©ç·Óªº¹ï¶H,Äá¼v¾÷²¾°Êªº¤è¦V,µ¥µ¥
¦Ó scene ´N¬O´£¨Ñ³o¼Ëªº½s¿è³õ©Ò,§Ú­Ì¥i¥H¤Þ¥Î§Oªº½s¿è¾¹ªºª«¥ó(¦bscene ºÙ¬° element) ¨ì³oùبÓ
¤U­±Â²¤¶¤u¨ã
¤Á´«camera¤Î¿O¥úªº¥i¤£¥i¨£, ¤@¯ë¨ÓÁ¿¦b¥¿±`ªº½s¿èª¬ªp¤U¬O¤£»Ý­nÄá¾÷¤Î¿O¥ú,¦]¬°¥¦·|¨¾Ãªµe­±¨äªºª«¥óªº²¾°Ê , °£«D§Ú­Ì­n§ïÅÜÄá¾÷¤Î¿O¥úªº¦ì¸m¤Î¨¤«×¤~Åý¥i¨£

¿O¥ú
1.infinte: Ãþ¦ü¤Ó¶§¥ú,©Ò¦³ªº¥ú½u³£¬O¥­¦æ
2.local: Ãþ¥H¿O¬¶,¥ú½u¦¨¬°©ñ®gª¬
3.spotlights: §ë®g¿O(Ãþ¦ü¥»¦a¥ú½u¦ý¬O,¿O¥ú³Q­­¨î¦b¬Y¤@­Ó¨¤«×¤º )
target
¥¦¬O¤@­Ó°²ªºª«¥ó,§Ú­Ì§â¥¦¨Ó·í§@¥i¬OÃèÀY©Î¬O¿O¥ú©Ò­n¹ï°lÂܪº¥Ø¼Ð,·í§A­n¨Ï¥Î°ÊºAªº¿O¥ú©Î¬OÃèÀY®É¤~·|¥Î¨ì,§A¥i¥H¨Ï¥Îbuild->add target,µM«á¦b§Oªºª«¥óªº°Ñ¦Ò¥[¤Jreative ->face other¥[¤J¸Ótargetªº¦WºÙ

Object Properties Dialog


Name:
Object: ¯u¹êª«¥óªº¦WºÙ
Location: ©Ò¦bªº®y¼Ðx,y,z
Parent: ¥¦ªº¤÷¿Ë¬O½Ö«h,¤÷¿Ë²¾°Ê¥¦¤]·|¸òµÛ²¾°Ê
Orientation(PYR),pitch ªuµÛ x ¶b±ÛÂà ,yaw ªuµÛ y ¶b±ÛÂà ,roll ªuµÛ z ¶b±ÛÂà
Relative to:
enable roll:
visible
shadows: ¦pªG§A­n²£¥Í³±¼v,casts¥´¤Ä,¦pªG§Oªºª«Å骺³±¼v­nÅã¥Ü¦b¥»ª«Åé¤Wreceives ¥´¤Ä


* ª`·N:³±¼v¥u¦³¦bscene editor¤¤rendered images¤~¥i¥H¬Ý¨£¨ä¥¦¦a¤è¨ÃµLªk¬Ý¨ì.¤]´N¬O»¡­n°õ¦ærender¤~¬Ý±o¨ì
³Ì«á¦bºô¸ôrelase notes ¬Ý¨ìView->Preferences ¨ä¤¤shadow­n¥´¤Ä

ª`·N: ­n²£¥Í³±¼v¥²¶·¤U­±4¶µ³£­n¦¨¥ß¤~¥i¯à²£¥Í
1. ªý¾×¥ú½uªºª«Åé casts ­n¥´¤Ä
2. ¦ÓÅã¥Ü³±¼vªºª«Åé receives ¥´¤Ä
3. ¨Ó·½¥ú·½ ->advance->cast-shadow ¥´¤Ä
4. view->preferences¤¤ªº shadow­n¥´¤Ä,br> editing properties:
locked
hidded
Orientation(¤è¦ì)
name
object
location
parent

pitch,yaw,roll(X,Y,Z)

¿O¥ú°Ñ¼Æ¹ï¸Ü(§Ú¤£ª¾¦p¦ó½Õ¾ã¥ú½uªº±j®z)
   
¥ú½u¦³¤TºØ:infinite,local,spot
infinite: ¥i¥H·í°µ¤Ó¶§¥ú,¨ä¯S©Ê¬O¥­¦æ¥ú,¥ú½u±j®zµLÃö»·ªñ
local: ¬OÂI¥ú·½,
spot: ¬O§ë®g¥ú,¦³¨¤«×
=======================================================
casts shadows §ë®g³±¼v
volume : ø»s·|¤ñ¸û§Ö,¦³¤@¨Ç­­¨î
ray traced: ¤ñ¸ûºC,¦Ó³±¼v¬O¦³¤Àhard¤Îsoft
                 
©Ò¿×hard¬O³±¼v«G·t¤À©ú,¸û¤£¯u¹ê 
¦Ósoft «h¬O²£¥Í¦p«G·t¶¡º¥¼h(¼Ò½k) ªº·Pı


©Ò¦³ªºÀô¹Ò¥u¯à¦bcamera view¤~¥i¥H¬Ý¨ì®ÄªG
solid: ¦n¹³µL®Ä
image: ¦bcameraªºÃèÀY¬O¤@­Ó¥|¤è«¬,¦Óimage
·|­è¦n·|¦X¥GÃèÀYªº¤j¤p,¦Ó¥B¬OÀHµÛÃèÀY¶]
panarama: Àô¶ªº·Pı , ²£¥Í¤@­Ó¦p¬Wª¬ªºÀô
¶¹Ï§Î,¤£·|¦X¥GÃèÀY¤j¤p
ground gird: ¦b y ¶b =0 ²£¥Í®æª¬ªº¦aªO
fog: ¬O¤ÑªÅªº·Pı,³]©wÃú, ¦pªG¨S¦³¦aªO¤£­n¨Ï¥Î



8.Animation (°Êµe)

³o­Ó³æ¤¸¬O³]©w§Aªº°Êµeªº¦ì¸m,ÃC¦â©M¤j¤pµ¥ .¹q¸£·|¦Û°Ê¹Bºâ¤¶©ó¨â­Ó key frame ¤¤ªº­È,§A¥i¥H¥[¤J¦h­Ókey ¥H¨ú±o§ó¦nªº±±¨î.°£¤F°ò¥»ªº­È¦³¤@¨ÇÃB¥~ªº­È¥i¥H³]©wAnimation with Key frames
§A¥i¥H«ö¤U key button. ¥¦ªº­I´ºÅܬ°ºñ¦â.¤Á´«¨ì·sªº frame «ö¤@¤U time track. µM«á¿ï¾Ü¤@­Ó³æ¦ì²¾°Ê¨ì·sªº¦ì¸m . µ{¦¡±N·|¥[¤J¤@­Ó key frames. ·í§A«ö play «ö¶s,§Aªº element±N·|²¾°Ê
1. ¨S¦³«ö key button: ©Ò°µªº­×§ï·|¼vÅT©Ò¦³ªºframes
2. «ö¤Ukey button: ©Ò°µªº­×§ï¥u¼vÅT³æ±i©Ò¦bªºframe, ¦Óªþªñªº frame «h·|¥­¶¶ªº¤Á´«¦Ü§A³]©w
¨Ò¦p²¾°Ê
¦³«ökey button ·|Åܦ¨Ãþ¦ü©ì¦²(¦³¤@¨Ç¨Ã¨S¦³²¾°Ê,¥uÅܦ¨©µ¦ù)
¨S¦³«ökey button ·|Åܦ¨¾ã­Ó²¾°Ê

Animating figures with sequences

¤W¹Ï¬O sequence ªº time tracer
§Ú­Ì¥i¥H¬Ý¥X¨Ó¥¦¬O¤@­Ó bone ¦³ 3 ­Ó¶b x y z , ¦Óx,y,z ¬O§_¦s¦b­n¬Ý¦b bone edit ¦³µL³]©w¬°free, ­Y¨S¦³³]¬° free ´N¤£·|¦s¦b
  1. ¤Ø¼Ðªº³æ¦ì¬OÁ`ªø«×¬O¢³¢¯ frames(0-39), ¨C¤@­Ó¶¡¹j¬O¤@­Ó frame
  2. ¥Ñµe­±¥i¥H¬Ý¨ì¤T­Ó¶µ¥Ø sequence01,bone01-X,bone01-Y ¤À§O¹ï·Ó¥k¤âÃ䪺¤Ø¼Ð , §Ú­Ì¥i¥H¬Ý¨ì¤Ø¼Ð¤W¦³¤è§ÎªºÂI , ¨äªí¥Ü¦³³]©w key frame, §A¥i¥H³æ¿W³]©w¤£¦Pªº¶b , ¦Ó©Ò¦³ key frame ·|Åã¥Ü¦bsequence ¤W
  3. ¦p¦ó·s¼W key frame, ¥i¥HÂI¿ï¥ªÃ䪺¦r¤W , ©Î¬O¥k¤âÃ䪺¤Ø³Wªº x,y ©Î z, «ØÄ³¨Ï¥Î¥k¤âÃ䤨³W , ¦]¬°¦bÂI¿ïªº¹Lµ{¤]¿ï¨ú¤F frame
    ¥[¤J¤@¨Ç®É¶¡
controllers ( ¬Ý¤£À´ )
·í§A¨Ï¥ô¦óª«¥ó²£¥Í²¾°Ê , ±ÛÂà , ©Î¬O°Ê§@ , §¡·|²£¥Í¤@­Ó±±¨î¾¹ controller, ¦pªG©Ò¦³ªºª«¥ó¤£·|²£¥Í°Êµe , ´N¤£·|¦³¥¦¬O¥]§t¤F¤@¨Ç°Ñ¼Æªº¸ê®Æµ²ºc
float
point3 (RGB)
orientation PYR(pitch,yaw,roll)( «e«á , ¥ª¥k ,?)
boolean ¥u¦³¯u©Î°²

editing keys
§Ú­Ì¥i¥H¦b squence editor(time tracer) ¤¤¹ï bone ªº½d³ò¤ºÂI¨â¤U , ·|®Ú¾Ú§AÂI¿ïªº x,y,z ¦Ó¦³¤£¦P

¦Ó¦bscene editor¤W¦btime tracerªº¥ªÃä¿ï³æ¤W¿ï¾Ü position«h·|¥X²{¤U­±ªº¹ï¸Ü®Ø

Editing Segments( ¤W¹Ïªºeditseg)
²{¦b¥»µ{¦¡ÁÙ¨S¦³§¹¥þ§¹¦¨(­ì§@ªÌ»¡ªº) >
¥¦¬O¥Î¨Ó³]©wª«Åé²¾°Ê©Mframe¤§¶¡ªº³]©w, ¦b¤§«e§Ú­Ì¥u³]©w°ò¥»ªº
  1. §Ú­Ì²¾°Ê§Ú­Ì­n²¾°Êªºª«Åé,¥i¥H¬Ý¨ì¨äª«¥ó­ì©l©Ò¦bªº¨ì§Ú­Ì©ì©ñ¨ìªº¦a¤è·|¦³¤@ª½½u²£¥Í ,±µµÛ§Ú­Ì´N­n½s¿è³o¤@±ø½u,¤Á´«¨ìspline,double click³o±ø½u§A¥i¥H¥[¤J¦n´X¬q,¨Ã«ü©w frames ªº¶¡¹j 
  2. ²¾°Êªº³t«×¥i¥H¥Ñframe ªº­Ó¼Æ¤Î²¾°Êªº¶ZÂ÷¨Ó¨M©w,steady,ease ,hard ¦n¹³¤]¬O³t«×

¤W¹Ïªº¤§«eªºfigure¤Îsequence¤¤ªº³]©w¥D­n¬O°w¹ïÂà°Ê,¦ý¬O¦p¦ó¦bµe­±¤¤²£¥Íª«Åé,¿O¥ú©Î¬OÃèÀYªº²¾°Ê©O ?
½Ð¨Ì¾Ú¤U­±ªº°Ê§@:
  1. ¤W­z¹Ï¦¡¥ª¤U¤Î¥k¤U(¦pªG­n¸ô®|·|Åã¥Ü) ÉÊ«ö¤U
  2. ¥ý¿ï¨ú©Ò­nªºª«¥ó
  3. ¶i¤J²¾°Ê©Î¬O±ÛÂà¼Ò¦¡
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