角色動畫 的英文怎麼說

中文拼音 [jiǎoshǎidònghuà]
角色動畫 英文
character animation
  • : 角Ⅰ名詞1 (牛、羊、 鹿等頭上長出的堅硬的東西) horn 2 (古時軍中吹的樂器) bugle; horn 3 (形狀像...
  • : 色名詞[口語] (顏色) colour
  • : Ⅰ動詞1 (用筆或類似筆的東西做出圖形) draw; paint 2 (用筆或類似筆的東西做出線或作為標記的文字) ...
  • 角色 : role; part
  1. An animator has to be able to convey this with a character

    一個師則必須要能夠把這些轉換到上。
  2. 3d character animation automaticity

    3d角色動畫
  3. ( 4 ) a motion editing prototype system called eidolon is developed. in this prototype system, many character animation and motion editing algorithms are implemented

    ( 4 )開發了一個運編輯原型系統eidolon ,實現了許多角色動畫和運編輯演算法。
  4. Animate the character designed according to the idea of picasso ' s stereograph school and the form of chinese paper - cut animation

    以立體派的概念和中國剪紙的形式設計,和對進行
  5. The humors derived from a comedy depends on precise timing in that sense, charles chaplin and buster keaton are the masters of good timing in gags, it is hard for a gag to work if the duration of a scene is too long or too short

    人物的行為繼承鍾或瘦等,都是過度活躍和刻意漫化的類型,如李珊珊終日嘶破口嚨大嗌和鄭秀文的浮夸靜便是一例。
  6. The humors derived from a comedy depends on precise timing ( in that sense, charles chaplin and buster keaton are the masters of good timing in gags ), it is hard for a gag to work if the duration of a scene is too long or too short

    人物的行為繼承《鍾》或《瘦》等,都是過度活躍和刻意漫化的類型,如李珊珊終日嘶破口嚨大嗌和鄭秀文的浮夸靜便是一例。
  7. Rigid body physics system supporting player interaction with physical game object, ragdoll character animation, complex vehicles, and dismemberable objects

    剛性物體碰撞系統可以讓操作的玩家充分利用游戲里的物體碰撞,角色動畫碰撞,復雜真實的交通工具和物體爆炸進行娛樂。
  8. There are three types of real - time character animation : articulation animation, single mesh model animation and skinned mesh animation. this thesis describes all three with considerable depth

    實時角色動畫分為三種:關節、單一網格模型和骨骼蒙皮,本文對這三種技術做了深入研究。
  9. This thesis makes deep research into programmable graphics hardware and real - time character animation and presents a way to implement the most widely used real - time character animation - - skinned mesh animation in programmable graphics hardware

    本文對可編程圖形硬體和實時角色動畫做了深入研究,給出了現在使用最為廣泛的實時角色動畫骨骼蒙皮在可編程圖形硬體上的設計實現。
  10. Mesh optimization based on attribute and technology supported by hardware is used in skinned mesh character animation, furthermore, the implementation can generates new animation by blending several existing animations. the experimental result shows that it has good features such as vivid performance, real - time character and openness. it will improve the capability of 3d - graphic engine by using this technology to drive animation

    通過實現表明,採用此技術的角色動畫,充分利用了現有技術的幾項優點,具有逼真、生的顯示效果,同時具有良好的實時性,而且具有良好的可擴充性和可移植性,運用此技術來驅,會為游戲引擎增很多。
  11. The most obvious usage in character animation is muscles

    角色動畫作很大程度上是靠肌肉形變來表現的。
  12. It is the target of this paper to design and realize an editor of character animation

    本文的目的是設計和實現一個角色動畫編輯器。
  13. As applied to character animation, you usually use ease in and out for most movemnts

    對于角色動畫,你總是要在運中加入漸進或漸出的處理。
  14. As a main part of 3d animation, character animation plays an important role in movie production and computer games

    作為三維的重要組成部分,角色動畫在影視製作、計算機游戲等應用領域占據越來越重要的地位。
  15. So from the point of view of applications, it is necessary to research on motion capture data in order to produce novel character animations

    因此從應用度講有必要研究如何充分利用運捕捉數據進行角色動畫製作。
  16. The appearance of motion capture made character animation more active, and made up the deficiency of traditional key - frame animation

    捕捉技術的出現,為角色動畫製作注入了新的活力,彌補了傳統的關鍵幀製作方法的不足。
  17. Firstly, this paper introduces model representation and interactive technique in our editor and designs a framework supporting polygon mesh model and a men - machine interactive system with manipulations and commands at the core ; and introduces application and optimization of opengl poly - view in os environment

    本文首先介紹了角色動畫編輯器中的模型表示和互式操作機制,設計了支持多邊形網格模型的類框架結構和以操控和命令為核心的人機交互系統;並介紹了多個opengl視圖在操作系統下的優化應用。
  18. The goal of this work is to combine the power of advanced music analysis performed on both midi and audio signals with motion editing to simplify and automate the generation of synchronised musical animations. this unified framework will enable animators to try out different combinations of music / sound analysis techniques with familiar motion editing methods without having to acquire a deep understanding of either

    這種統一的系統框架結構將幫助角色動畫設計師們嘗試著把不同的音樂聲音解析工具和統一的運編輯模式形成多樣的組合,而無需對音頻解析或運編輯技術中的任何一方有深入的理解和掌握。
  19. Mastering this makes the difference between a character that has been posed, and one who strikes a pose

    掌握這點對能否做出鮮活的角色動畫具有重要意義,看起來是有生命的,而不是被的。
  20. In addition, motion capture data records the motion of a real character, so it is natural that traditional animation techniques such as key - frame, dynamics, kinematics, space - time constraints, and dynamical simulation are closely relative to the processing and analysis of motion capture data

    捕捉數據記錄的是的運信息,這就決定了對運數據的分析研究勢必和傳統的角色動畫技術發生關系。這些技術包括關鍵幀,運學和力學,時空約束,態模擬等。
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