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e are updated in the Outliner to reflect the change. 剪輯對 Travel_Forward重命名。更多的有關(guān)關(guān)于剪輯和軌跡,請參照 MAYA Help 中的 Track view area【軌跡視圖區(qū)域】。比例百分比【 scale percentage】是在原始動畫的長度上乘數(shù)。 ? Source In and Source Out indicates the range of frames from the original source clip. ? Source In 【源點(diǎn)輸入】 and Source Out 【源點(diǎn)輸出】 表示來自源剪輯幀的范圍。 The Trax Editor updates to show the beginning and end point for all of the items displayed in the Trax Editor. (In this case the new clip.) The clip represents the Translate X animation for the aircraft going from 25 to 25, for a time range of 1 to 240 frames. Trax編輯器更新顯示開始和結(jié)尾點(diǎn),這是為了在 Trax編輯器中全部顯示項(xiàng)目。 The clip appears as a blue rectangular box in a track in the Trax Editor. A track is an area in the Trax Editor to place and work with one or more nonoverlapping clips in relation to the animation timeline. Tracks allow you to work with your clips in a nonlinear manner by allowing you to reposition and scale clips in time or juxtapose them with other clips. You can work with multiple tracks in the Trax Editor. 剪輯 【 Clip】 以藍(lán)色長方面板出現(xiàn)在 Trax編輯器中的軌跡 【 Track】 中。 A regular clip (referred to simply as a clip) contains the same information as the source clip, and is placed in a track in the Trax timeline. It is this regular clip that you work with and modify in Trax. 正常的剪輯【 regular clip】(訪問簡單的剪輯)的信息跟 剪輯源的 信息是 同樣,和在 Trax時間線【 Trax timeline】 軌跡的位置。 When you created the clip, two clips were generated: a regular clip and a source clip. The source clip contains the animation curves for the character (based on the keyed attributes that the clip was created from). The source clip is stored with the file and can only be accessed from the Visor or Outliner. Maya saves the source clip outside of the Trax Editor to protect the original animation curves from being accidentally modified and ensures you have an unmodified clip to revert back to. 當(dāng)你創(chuàng)建了剪輯,就會產(chǎn)生兩個剪輯:一個正常剪輯 【 regular clip】 和一個剪輯源 【 source clip】 。 Now that you have keyframed an animation sequence and confirmed that it works, you can create an animation clip. 現(xiàn)在你有一個動畫片段并保證了它運(yùn)行,你 能創(chuàng)建一個動畫剪輯。 Confirm that the animation sequence works as expected in the steps that follow. 確認(rèn)在下面步驟中動畫片段的工作預(yù)期。顏 色改變表示,通道現(xiàn)在有用于它們的動畫制作。飛機(jī)從前視圖消失了,那是因?yàn)樗瞥隽四銖囊晥D所能看見的區(qū) 域。用這種方法, Trax編輯器允許你在一個角色上對動畫片段進(jìn)行試驗(yàn)。例如,假設(shè)你創(chuàng)建三個剪輯【 clip】:空手道打孔,摔跤,和踢。剪輯是獨(dú)立時間,允許你定位,比例,和循環(huán)成另一個獨(dú)立的動畫和其他剪輯。 Next, set the Outliner so it displays clips. The Outliner allows you to manage the various clips that get created with Trax. 下面,設(shè)置框架【 Outliner】能夠顯示剪輯。 The scene contains a model of an aircraft. For the first part of this lesson, you create and work with animation clips to control the motion of the aircraft. 場景包含一個飛機(jī)模型。 MOV 文件推薦用暴風(fēng)影音播放。在這節(jié)課的第一部分中, 你可通過 在 Trax 編輯器中 制作飛機(jī)起飛和降落的動畫,學(xué)習(xí)一些剪輯的基本技術(shù) 。 ? Use the Trax Editor to work with motion capture data. ? 使用 Trax editor【 Trax編輯器】加工動作撲捉數(shù)據(jù)。 ? Scale clips to modify the timing of an animation sequence. ? 進(jìn)行剪輯【 clip】比例,修改動畫片段的速度 。你也可通過創(chuàng)建 clip【剪輯】庫儲存你的剪輯【 clip】。 Nonlinear animation is a nondestructive process. You can modify a particular clip’s attributes without affecting the source animation: the source material remains untouched. This makes nonlinear animation useful when you want to experiment, iterate, or change a particular animation sequence. 非線性動畫是一個非破壞性【 nondestructive】的過程。 Nonlinear animation tools in Maya174。 Clip【剪輯】 是一個 獨(dú)立時間連續(xù)鏡 頭的動畫 ,你可以從現(xiàn)有的動畫去創(chuàng)建。TM 這個標(biāo)注是 MAYA特有名詞) 中的非線性動畫工具 就會 給你 能力 對你的動畫片段 和角色動畫 進(jìn)行試驗(yàn),這樣就免去了重復(fù)制作的麻煩。 The primary tool for working with nonlinear animation is the Trax Editor. You can also store your clips for future use by creating a library of clips. 與非線性動畫共事的主要工具是 Trax Editor【 Trax編輯器】。 ? Create clips from your animation sequences for use in the Trax Editor. ? 在 Trax中,為了使用 , 從你的動畫片段里創(chuàng)建剪輯 ? Use the Trax editor to position, modify, and arrange clips in order to create and modify animation sequences in the scene. ? 為了在場景中創(chuàng)建和修改動畫片段 ,使用 Trax編輯器【 Trax editor】進(jìn)行定位,修改,和調(diào)整剪輯【 clip】 。 ? Use the Graph Editor to modify the animation of a clip. ? 使用圖形編輯器修改動畫的剪輯。你要與我們?yōu)槟銊?chuàng)建的兩個片段場景文件共事。沒裝也沒關(guān)系,我已經(jīng)打包了 。 You can open the scene named from the Maya DVD or from the drive where you copied the Getting Started files. 你可從 MAYA DVD或者你已經(jīng)拷貝到硬盤里的 Getting Started【入門指南】文件里打開名字為 。 To set a panel layout for use with the Trax Editor 伴隨 Trax 編輯器為使用設(shè)置布局面板 1. From the perspective view’s menu, select Panels Saved Layouts Persp/Trax/Outliner. 從透視圖的菜單中,選擇 Panels【面板】 Saved Layouts【保存布局】 Persp【透視】 /Trax/Outliner【框架】 . The panel layout updates to display the Perspective view, Outliner, and Trax Editor simultaneously. This allows you to easily work with these windows without having to open and close them repeatedly. 面板布局更新 , 同時顯示了 Perspective view【透視圖】 , Outliner【框架】 , and Trax Editor【 Trax編輯器】 ,這個允許你打開和關(guān)閉它們這些窗口。 2. In the Outliner menu, select Show Objects Clips. 在框架菜單中,選擇 Show 【顯示】 Objects【物體】 Clips【剪輯】 The Outliner displays an empty list until you create your first clip. 框架顯示顯示一個空的目錄,直到你創(chuàng)建你的第一個剪輯就不會空了 Creating clips with Trax 伴隨 Trax創(chuàng)建剪輯 A clip is a timeindependent sequence of animation data for one or more animated attributes that you create from existing animation (keyframe animation, expressions, constraints, motion capture data, and so on). A clip is time independent, allowing you to position, scale, and cycle a clip independently of other animatable attributes or other clips. This means you can arrange the clips into a particular sequence, and then play it back to see the results. You can adjust the timing, length, and rearrange or edit the same clips in a different order to modify the motion sequence. 作為一個或者是更多的動畫屬性, 剪輯是一個獨(dú)立時間動畫片段的數(shù)據(jù), 這個剪輯是從現(xiàn)有的動畫里創(chuàng)建的(關(guān)鍵幀動畫,表達(dá)式,約束,動作撲捉數(shù)據(jù)等等)。 Most monlyused clips are reusable sequences of animation that are easy to sequence or blend