角色動畫系統 的英文怎麼說
中文拼音 [jiǎoshǎidònghuàxìtǒng]
角色動畫系統
英文
character studio- 角 : 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 : 色名詞[口語] (顏色) colour
- 畫 : 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) ...
- 系 : 系動詞(打結; 扣) tie; fasten; do up; button up
- 統 : Ⅰ名詞1 (事物間連續的關系) interconnected system 2 (衣服等的筒狀部分) any tube shaped part of ...
- 角色 : role; part
- 系統 : 1. (按一定關系組成的同類事物) system 2. (有條理的;有系統的) systematic
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( 4 ) a motion editing prototype system called eidolon is developed. in this prototype system, many character animation and motion editing algorithms are implemented
( 4 )開發了一個運動編輯原型系統eidolon ,實現了許多角色動畫和運動編輯演算法。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。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動式操作機制,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。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動編輯模式形成多樣的組合,而無需對音頻解析或運動編輯技術中的任何一方有深入的理解和掌握。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
運動捕捉數據記錄的是角色的運動信息,這就決定了對運動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動畫,運動學和動力學,時空約束,動態模擬等。分享友人