Manual/PartVII
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PART VII - ANIMATION BASICS(动画基础)
Objects can be animated in many ways. They canbe animated as Objects, changing their position, orientationor size in time; they can be animated by deforming them; that is animating their vertices or control points;or they can be animated via very complex and flexible interaction with a special kind of object: the Armature.
物体可以通过很多的方法来实现动画的: 可以以对象的形式来运动,即让物体随时间的改变而改变它们的位置,方位或者大小而物体形状却无改变的;也可以通过改变形状来实现的,换句话说在应用时改变它们的节点或者关键点;或者可以通过对特定的物体:"the Armature"加以很复杂和灵活的作用来实现.
In this chapter we will cover the first case, but the basics given here are actually vital for understanding the following chapters as well. Three methods are normally used in animation software to make a 3D object move:
- Key frames Complete positions are saved for units of time (frames). An animation is created by interpolating an object fluidly through the frames. The advantage of this method is that it allows you to work with clearly visualized units. The animator can work from one position to the next and can change previously created positions, or move them in time.
- Motion Curves Curves can be drawn for each XYZ component for location, rotation, and size. These form the graphs for the movement, with time set out horizontally and the value set out vertically. The advantage of this method is that it gives you precise control over the results of the movement.
- Path A curve is drawn in 3D space, and the Object is constrained to follow it according to a given time function of the position along the path.
这一章我们将只对上述的第一种情况来讨论,但这里所讲的对以后章节的理解都是很重要的.
在我们平常所有的动画软件中大多通过下面的三种方法来实现3D物体的运动:
关键帧(Key frames )模式: 即图片中物体的全部位置都以帧的样式来保存,一个动画也就是由物体在不同时间内相连续的一帧一帧来实现的 .这种方法的好处是我们可以很直观的观看物体在运动中每一时刻的情况,并且也可以让我们及时的对它每一帧进行编辑.
运动曲线(Motion Curves )模式: 通过对物体沿时间的位置改变,旋转,或者缩放所引起的点的X轴Y轴Z轴相应数值的改变,而以时间为横轴,以位置数值为纵轴绘出曲线图来实现物体的运动.这种方法可以让我们准确的控制物体的最终结果.
路径A(Path A )模式: 在3D空间内绘制曲线,而物体将沿一条以时间为函数的曲线运动而形成动画.
The first two systems in Blender are completely integrated in a single one, the IPO (InterPOlation) system. Fundamentally, the IPO system consists of standard motion curves. A simple press of a button changes the IPO to a key system, without conversion, and with no change to the results. The user can work any way he chooses to with the keys, switching to motion curves and back again, in whatever way produces the best result or satisfies the user's preferences. The IPO system also has relevant implication in Path animations.
在blender中我们将前两种模式合并在一个称为IPO(插值法)的系统中.IPO基本上是由基本的路径曲线所组成,但对一个按钮的一个简单的单击就可以让它在对动画不进行任何改变的情况下,转化为帧模式,而且对结果也毫无影响.使用者可以在两种模式间随意的转化,直到生成满意的结果出来.
IPO系统同样也和PATH模式有一些牵连.
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