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coordinate(§÷½è®y¼Ð),±N§÷½èÀ³¥Î¦bª«¥ó¤W,¾Þ§@¤è¦¡Ãþ¦üARC,¦b¶ê§ÎªºÃþ¥HARCªº¾Þ§@Àô¤º¤Î¥Nªíª«¥óªº¤è®Ø¥~,ÁÙ¦³¤@Ó¤è®Ø¥Nªí§÷½è
(¬Ý¤£¥X¥Î³B
)¥kÁä->²¾°Ê,¥ªÁä->±ÛÂà,¤¤Áä->©ñ¤j©ÎÁY¤p |
3.2 °ò¥»ª«¥ó
§A¦³¨âºØ¤èªk¨Ó¥[¤J·sªºª«¥ó
- ¨Ï¥Î¶×¤J(ojbect->import)
- ¨Ï¥Î¤º«Øªº(쫬 )primitives¨Ó¥[¤J
²y(spheres),¨ä°Ñ¼Æ¦³¤GºØ
- geodesic(´¹²yÅéø»s¤è¦¡,¦³¤@°Ñ¼Æ¬O¤À³Î¼Æ0-6),µÙ§Î¬O 1
- 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¤@¤Unק諸ÂI´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¤@ӫܦnªº¤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¦bùر
,¦]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
- ¤@°_¿ï¨úª«¥ó¤ÎÅܧξ¹ ,bind modifier
- ÂI¿ïÅܧξ¹,³]©wÅܧαø¥ó
- effect modifier
©Î
- ÂI¿ïÅܧξ¹ ,³]©wÅܧαø¥ó ,Åܧξ¹µLªk¨Ï¥ÎÂI¾Þ§@¼Ò¦¡¨ÓÅܧÎ
- ¥[¿ïnÅܧΪºª«¥ó,bind modifier
- effect modifier ³Ì«á³]©wbuild->modifiers->effect modifier
*¾Þ§@»¡©ú:
- ·s¼W®Énª`·N®y¼Ð¶b¤Á´«¨ìwireªº¼Ò¦¡·|Åã¥Üª`·N®y¼Ð¶b
- ®y¼Ð¶b¬OÅÜ«¬ª«¥óªº°ò·ÇÂI³oÓ°ò·ÇÂI¬O«O«ù¤£°Êªº,¦pªGnÅs¦±¬O¬Û¹ï©ó°ò·ÇÂI¨ÓÅs¦±
- ¦³¨Ç¾Þ§@³£¦³¤è¦V©Ê,¤]´N¬O§A°µªºtwis,skew,bend§¡¦V X¤è¦V
- ¦]¤Wz©Ò¥H§ÚÌ¥²¶·°w¹ï²¾°Ê©ÎÂà°Ê¨ì¦X¾Aªº¦ì¸m
- 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)
- 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¤@өΦhÓ¼v¹³
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«
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3.16 Bump ¤u¨ã(·s¼W¥\¯à)

|
¦bÂI½s¿è¼Ò¦¡¤U,Åý¿ï¨úªº±¬ð¥X
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3.17 Point slide¤u¨ã(·s¼W¥\¯à)

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¦bÂI½s¿è¼Ò¦¡¤U,Åý¿ï¨úªºÂI,©¹¬YÓ©µ¦ùªº¤è¦V²¾°Ê,¥u¯à¿ï¨ú³æ¿WªºÂI
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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¿è³oӹϥܬOÂI½s¿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§@
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½u-¿ï¨úÃä¬Éªº½u
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4.1 ÂI½s¿è
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¦p¦ó¶i¤JÃä¬É°Ñ¼Æ½s¿è¾¹
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2.¦pªG§A¿ï¨ú¦hÓÃä¬É,edit->Edge Property...

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4.¦Ü©ó¥t¤@ӰѼÆRounded¥¦¬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⪺
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- ·s¼W¿W¥ßªºÂI-«öSHIT¤£©ñ,¨Ï¥Î·Æ¹«¥ªÁä¥[¤J,¨Ã¥i¥H©ì¦²¨ì·Qnªº¦a¤è
- ¦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
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4.6 ¥[¤J±
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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
- ±N¨âÓn³s±µªºª«¥ó ,n³s±µªº¦a¤è,©ñ¦bªþªñ ,¯d¤U¤@Ó¤pªÅ»Ø
- ¿ï¨ú¨âÓmeshes,bulid->join solids
- ¶i¤JÂI½s¿è¼Ò¦¡,¨âÓ¶¡¥[¤JÃä¬É
- ¿ï¾Ü©Ò¦³Ãä¬É,edit->FillHoles
4.5 ¦X¨ÖÂI
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- ¦X¨Ö¨âÂI-¿ï¨ú¨âÓÂI,edit->merge
points,¥X²{¤Wzµøµ¡«á¿é¤J¨âÂI¶¡¶ZÂ÷,´N·|Åܦ¨¤@ÓÂI,¨ä¥±¤]·|¦X¨Ö
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- ¦X¨Ö¨âÓmesh,¦³®ÉÔ§A¥i¯à¥ý«Ø¥ß¦n¤@Ó¥bÓ¹ïºÙªºª«¥ó,¨Ï¥Îmirrorµ¥¨Ó½Æ»s ,
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4.6 ±ªº©µ¦ù¾Þ§@
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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
|
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¤Ï¦V¿ï¨ú,ì¿ï¨úªºÅܦ¨¤£¿ï,¨S¿ïªºÅܦ¨¿ï¨ú |
Grow face selection
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¦b±½s¿è¼Ò¦¡,±N¿ï¨ú±©¹¥~ÂX±i¨ì¬Û¾Fªº± |
select connected
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¿ï¨ú³s¦b¤@°_ªºÂI©Î½u©Î± |
select by Material
|
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®Ú¾Ú©Ò¨Ï¥Îªºtexture¨Ó¿ï¨ú(¥¼´ú) |
select Face edges
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±N©Ò¿ï¨ú±ªºÃä¬É¿ï¨ú
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quad loop select
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quad(¥|¶g),¦b½u½s¿è¼Ò¦¡,¿ï¨ú¬Y¤@«Ê³¬½u¤@¬q,¥i¥H³z¹L³oÓ©R
¥OÅܦ¨¿ï¨ú«Ê³¬ |
quad ring select
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¦b½u½s¿è¼Ò¦¡,¿ï¨ú¬Y¤@±ø½u,¥i¥H³z¹L³oÓ©R¥OÅܦ¨¹ïºÙ¬Y¤@Ó¶b¤ß
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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§Ṳ́@¶}±Òfigureªº½s¿èµøµ¡®É,¦bµøµ¡ªº¥¿¤¤¶¡³£·|¦³¤@Ӷ¦⪺¤T¨¤§Î,¨º´N¬O root bone.
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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,¦Óק磌¥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 |
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default ¤¶©ó³Ì¤j¤Î³Ì¤p |
| max |
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-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
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y-ÂÅ
z-¯»¬õ
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Åܦ¨x,y,zªºÂà°Ê¨¤«×©O?
³oÓ¥\¯à³Ì¦n«ö¤U,¦p¤U¹Ï
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- ¿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
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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

- ®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§Ṳ́£n¥Hµe±¤W¥ª¤U¨¤ªº®y¼Ð¶b
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®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¤£
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¦â³¡¥÷§Ú̱N¨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
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§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«×)
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#¦pªG§A¬O¨Ï¥Î·Æ¹«¨ÓÅܧó¤Wz³]©w,°O¦í¦V¥k,¤Î¦V¥ªªº§@¥Î(¥k¤j©Îªø,¥ª
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6.Sequence
Editor
¥[¤Jsequence®Ú¾Ú¤§«eªº figure ¤@¶¤@¶ªº²Õ¦X°_¨Ó , §Ú̦b 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§Ú̵y¬°
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,§Ú̧⥦¨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
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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
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¦Ósoft «h¬O²£¥Í¦p«G·t¶¡º¥¼h(¼Ò½k) ªº·Pı |
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solid: ¦n¹³µL®Ä
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·|è¦n·|¦X¥GÃèÀYªº¤j¤p,¦Ó¥B¬OÀHµÛÃèÀY¶] |
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panarama: Àô¶ªº·Pı ,
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¶¹Ï§Î,¤£·|¦X¥GÃèÀY¤j¤p |
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| ground gird: ¦b y ¶b =0 ²£¥Í®æª¬ªº¦aªO |
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| fog: ¬O¤ÑªÅªº·Pı,³]©wÃú, ¦pªG¨S¦³¦aªO¤£n¨Ï¥Î |
 |
8.Animation
(°Êµe)
³oӳ椸¬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
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¨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
- ¤Ø¼Ðªº³æ¦ì¬OÁ`ªø«×¬O¢³¢¯ frames(0-39), ¨C¤@Ó¶¡¹j¬O¤@Ó frame
- ¥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
- ¦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

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Editing Segments( ¤W¹Ïªºeditseg)
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- §Ú̲¾°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
- 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 ?
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- ¤Wz¹Ï¦¡¥ª¤U¤Î¥k¤U(¦pªGn¸ô®|·|Åã¥Ü) ÉÊ«ö¤U
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- ¶i¤J²¾°Ê©Î¬O±ÛÂà¼Ò¦¡
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