<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-4118126550990888769</id><updated>2011-09-15T07:40:30.964-07:00</updated><category term='3ds max'/><category term='link'/><category term='Bodypaint'/><category term='Unknown words'/><category term='mental ray'/><category term='Animate'/><category term='AE'/><category term='Maya'/><category term='else'/><category term='ZBrush'/><title type='text'>嚴肅的‧電‧繪‧筆記本</title><subtitle type='html'>從今以後，一邊操作一邊作筆記</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>43</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-3047949075614332476</id><published>2011-02-09T08:42:00.001-08:00</published><updated>2011-02-09T08:42:41.098-08:00</updated><title type='text'>max 更新檔</title><content type='html'>&lt;a href="http://usa.autodesk.com/adsk/servlet/ps/dl/index?siteID=123112&amp;id=2334435&amp;linkID=9241178#section3"&gt;http://usa.autodesk.com/adsk/servlet/ps/dl/index?siteID=123112&amp;id=2334435&amp;linkID=9241178#section3&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-3047949075614332476?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/3047949075614332476/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2011/02/max.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/3047949075614332476'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/3047949075614332476'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2011/02/max.html' title='max 更新檔'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-3745109761097140595</id><published>2010-12-18T19:44:00.000-08:00</published><updated>2010-12-18T19:45:05.087-08:00</updated><title type='text'></title><content type='html'>昨天漏講了這項功能，還滿重要的&lt;br /&gt;因為很有可能雕刻完了之後想改UVW&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;首先&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/5272391765/" title="Flickr 上 superbtman@kimo.com 的 001"&gt;&lt;img src="http://farm6.static.flickr.com/5001/5272391765_b3836b64f6.jpg" alt="001" height="500" width="429" /&gt;&lt;/a&gt;&lt;br /&gt;這是你已經雕刻好的模型&lt;br /&gt;&lt;br /&gt;他的UVW是這樣&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/5273017364/" title="Flickr 上 superbtman@kimo.com 的 009"&gt;&lt;img src="http://farm6.static.flickr.com/5001/5273017364_12108fb710.jpg" alt="009" height="500" width="500" /&gt;&lt;/a&gt;&lt;br /&gt;出Normalmap是這樣&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/5273000660/" title="Flickr 上 superbtman@kimo.com 的 ZTexture02"&gt;&lt;img src="http://farm6.static.flickr.com/5009/5273000660_31cc409b10.jpg" alt="ZTexture02" height="500" width="500" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;-------------------------------------------------------&lt;br /&gt;更改UV的步驟&lt;br /&gt;&lt;br /&gt;1. 然後把他的細分層級 降到最低一級&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/5272999964/" title="Flickr 上 superbtman@kimo.com 的 002"&gt;&lt;img src="http://farm6.static.flickr.com/5289/5272999964_3d1635a3e0.jpg" alt="002" height="500" width="441" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;2.選擇輸出把模型導出Obj檔&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/5272391921/" title="Flickr 上 superbtman@kimo.com 的 003"&gt;&lt;img src="http://farm6.static.flickr.com/5005/5272391921_fdc00976c0_m.jpg" alt="003" height="120" width="208" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;3.用MAYA或MAX把Obj檔讀入，把UV更改好&lt;br /&gt;※切忌除了UV之外，模型的形狀、方向、位置、大小都不能變&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/5272408675/" title="Flickr 上 superbtman@kimo.com 的 004"&gt;&lt;img src="http://farm6.static.flickr.com/5042/5272408675_e7511c803d.jpg" alt="004" height="500" width="500" /&gt;&lt;/a&gt;&lt;br /&gt;更改好一樣要轉存成另一個Obj檔，暫名為“UV-2.obj”吧！&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;3.在Morph Target裡面 按下 StoreMT 儲存型變資訊&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/5272392007/" title="Flickr 上 superbtman@kimo.com 的 006"&gt;&lt;img src="http://farm6.static.flickr.com/5123/5272392007_2407007cb3_m.jpg" alt="006" height="143" width="188" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;4.然後在Tool欄 裡面 按下“Import”選擇更改好的“UV-2.obj”檔&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/5273000304/" title="Flickr 上 superbtman@kimo.com 的 008"&gt;&lt;img src="http://farm6.static.flickr.com/5242/5273000304_1dcbaa7d68.jpg" alt="008" height="283" width="186" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;5.在Morph Target裡面 Switch可交換模型&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/5272392085/" title="Flickr 上 superbtman@kimo.com 的 007"&gt;&lt;img src="http://farm6.static.flickr.com/5122/5272392085_3e1062853e_m.jpg" alt="007" height="136" width="176" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;6.因為你大小、位置、方向、形狀都沒有改變，所以模型也沒有改變&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/5272999964/" title="Flickr 上 superbtman@kimo.com 的 002"&gt;&lt;img src="http://farm6.static.flickr.com/5289/5272999964_3d1635a3e0.jpg" alt="002" height="500" width="441" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;7.但是UV已經改好，出Normalmap就變成這樣，而且之前雕刻的作業也都保留&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/5273000550/" title="Flickr 上 superbtman@kimo.com 的 ZTexture01"&gt;&lt;img src="http://farm6.static.flickr.com/5283/5273000550_68025ccb25.jpg" width="500" height="500" alt="ZTexture01" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;------------------------------------------&lt;br /&gt;以上是書上敎的步驟&lt;br /&gt;&lt;br /&gt;我自己試過，好像就算 不用到 Morph Target，其實只要沒更改形狀位置&lt;br /&gt;只要在Tool欄 裡面 按下“Import”把新的Obj檔輸入，好像也是可以&lt;br /&gt;&lt;br /&gt;不過我還是寫一下我當初學的步驟好了&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-3745109761097140595?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/3745109761097140595/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2010/12/uvw-uvw-normalmap-uv-1.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/3745109761097140595'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/3745109761097140595'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2010/12/uvw-uvw-normalmap-uv-1.html' title=''/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://farm6.static.flickr.com/5001/5272391765_b3836b64f6_t.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-210981609965614108</id><published>2010-07-23T04:02:00.001-07:00</published><updated>2010-07-23T04:02:51.977-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='link'/><title type='text'>40個你不能錯過的UDK (Unreal Engine)網站</title><content type='html'>&lt;a href="http://hammerbchen.blogspot.com/2010/06/unreal-engine-udk-websites.html"&gt;http://hammerbchen.blogspot.com/2010/06/unreal-engine-udk-websites.html&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-210981609965614108?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='related' href='http://hammerbchen.blogspot.com/2010/06/unreal-engine-udk-websites.html' title='40個你不能錯過的UDK (Unreal Engine)網站'/><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/210981609965614108/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2010/07/40udk-unreal-engine.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/210981609965614108'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/210981609965614108'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2010/07/40udk-unreal-engine.html' title='40個你不能錯過的UDK (Unreal Engine)網站'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-1818888372382448749</id><published>2010-07-13T06:25:00.000-07:00</published><updated>2010-07-13T06:26:15.925-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Animate'/><title type='text'>動畫演技小心得</title><content type='html'>整理之前在鋪浪上隨寫的筆記&lt;br /&gt;&lt;br /&gt;修飾動作的時候要先學會閱讀自己的影格，然後學會刪除多餘的影格！&lt;br /&gt;&lt;br /&gt;學會閱讀影格真的滿重要的，可以讓動畫當中的關鍵影格更乾淨，避免過度瑣碎。&lt;br /&gt;&lt;br /&gt;目前覺得Key動畫的順序，大致上還是追尋階層高的動畫先 Key。&lt;br /&gt;然後重點戲份為第二選向。&lt;br /&gt;&lt;br /&gt;以人物動畫而言，&lt;br /&gt;1. 先調整中心&lt;br /&gt;全身的中心(以人物來說大多是屁股)，先決定好全身性的該怎麼動。會移動到哪裡？會旋轉到哪裡？以畫面位移量大的先調。&lt;br /&gt;&lt;br /&gt;2. 重點戲份&lt;br /&gt;雖然學長敎的時候他是先不管手的動畫，也就是跟隨運動的部位留在最後。但是在動畫筆記本AM Tips and Tricks II 中文翻譯 part9裡頭有提到一個“先不要做腳的動畫”這一點。我想整合起來，大致的意思，就是先做這個鏡頭“戲份最重要”的部份。&lt;br /&gt;&lt;br /&gt;例如：如果表情是這鏡頭的重頭戲，那麼調節的順序就是1. 屁股 2.軀幹+頭部 3.表情&lt;br /&gt;手腳就放到最後再調。&lt;br /&gt;如果是踢躂舞，先調腳，如果是拳擊，先調手。&lt;br /&gt;&lt;br /&gt;3.POSE TO POSE&lt;br /&gt;一開始的影格先調關鍵姿勢，尤其是“接觸點先調”，等到接觸點的速度正確，再調非接觸點的姿勢，最後再來細節。&lt;br /&gt;尤其是一開始，千萬要忍住不調細節，之前我一頭熱，調了過多的細節，反而造成後面修整的麻煩，一開始的時候不同部位的影格盡量對齊，也就是說POSE TO POSE關鍵影格都是再同一個時間點，不同速度的跟隨動作後面再來調整。&lt;br /&gt;&lt;br /&gt;讓關鍵影格盡量乾淨&lt;br /&gt;&lt;br /&gt;4.細節、複雜化&lt;br /&gt;&lt;br /&gt;最後到了這個部份的時候，通常已經將關鍵姿勢都調好了，已經有了正確的姿勢，正確的Timing,但是不可能每樣東西Timing都是一樣的，已“轉身看左邊”為例，1. 眼睛會先看左邊(目標物) 2.頭再來會轉 3.軀幹+屁股 4.最後腳才會跟著踏步。有點像鍊子一樣， 後面的東西會跟隨延遲，POSE TO POSE的時候像是棍子般移動，這個時候再來修整延遲的姿勢，或者把先動者的姿勢影格向前拉。&lt;br /&gt;&lt;br /&gt;5.如果從A Pose 到 B Pose 是寫實的，那盡量在A與B之間 加上C Pose吧！&lt;br /&gt;&lt;br /&gt;我的意思是，不要全部走直線，C Pose也就是多一點細微修飾的動作，例如有一個人要拿菸來抽，拿菸為A、抽菸為B，C就是：也許他拿著煙手會先伸一下展現帥氣的動作、也許他會先摸摸鼻子再抽...等等。&lt;br /&gt;&lt;br /&gt;如果A→B是寫實的，那就所有的角色都是同依個正常人的個性，應該不會是這樣的，不同人做同一件事情也會有不同的表演！&lt;br /&gt;&lt;br /&gt;如果你自己投入一個情境、投入一個角色去演戲，你不會只想著要趕快交代好劇本裡的故事，而是會去想這個角色在這個故事的情境下你會想些什麼，也許你抽菸的動機是因為你在想事情，你是個偵探，也許拿了煙，會先摸摸額頭，然後頭抬起來看看天花板，最後再把煙放到口中...等等。我大概就是這類的意思&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-1818888372382448749?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/1818888372382448749/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2010/07/blog-post.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/1818888372382448749'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/1818888372382448749'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2010/07/blog-post.html' title='動畫演技小心得'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-8685390743335635953</id><published>2010-05-13T00:56:00.000-07:00</published><updated>2010-05-13T01:06:56.023-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><title type='text'>MAYA的法線貼圖與透明貼圖</title><content type='html'>&lt;a href="http://www.flickr.com/photos/superbtman2/4603519062/" title="Flickr 上 superbtman@kimo.com 的 MAYA_NormalBump"&gt;&lt;img src="http://farm2.static.flickr.com/1049/4603519062_3f2d5090ff_o.jpg" alt="MAYA_NormalBump" width="397" height="88" /&gt;&lt;/a&gt;&lt;br /&gt;MAYA的法線貼圖，設置選項在Bump 2D裡面&lt;br /&gt;選擇“Tangen Space Normals”就可以了&lt;br /&gt;※ 目前還沒有找到像3ds max裡面可以選擇軸向反轉的地方&lt;br /&gt;所以目前為止Y軸方向的判定跟3ds max是相反的&lt;br /&gt;但是3ds max有反轉的功能可以調回來，&lt;br /&gt;MAYA沒有(應該是有，但我沒找到)&lt;br /&gt;&lt;br /&gt;所以，Normal mapping盡量以MAYA的軸向為主&lt;br /&gt;如果放到3ds max裡面則再調回來即可。&lt;br /&gt;----------------------------------------------------&lt;br /&gt;&lt;br /&gt;MAYA  mr裡的透明貼圖&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4602903909/" title="Flickr 上 superbtman@kimo.com 的 MAYA_Alpha"&gt;&lt;img src="http://farm5.static.flickr.com/4053/4602903909_810d2b51f3_o.jpg" alt="MAYA_Alpha" width="392" height="144" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;這個真的很妙，竟然開了mr透明貼圖就會失效？&lt;br /&gt;實在是太神奇了，捷克！&lt;br /&gt;&lt;br /&gt;解決方法就是在那張黑白圖檔裡把選項“Alpha Is Luminance”打勾即可。&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-8685390743335635953?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/8685390743335635953/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2010/05/maya.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/8685390743335635953'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/8685390743335635953'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2010/05/maya.html' title='MAYA的法線貼圖與透明貼圖'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-2664536746743292172</id><published>2010-05-02T12:37:00.000-07:00</published><updated>2011-01-24T05:13:05.542-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='AE'/><title type='text'>AE_我常用的快捷鍵</title><content type='html'>“J” or“K” → 關鍵影格 上一個&amp;下一個&lt;br /&gt;&lt;br /&gt;Ｐage Up and Page Down →　下一個與上一個影格&lt;br /&gt;&lt;br /&gt;“B” or“N” → 修剪影片工作區域的起始位置與終點位置&lt;br /&gt;&lt;br /&gt;Ctrl + Alt +“B” →剪影片工作區域到所選取的圖層&lt;br /&gt;&lt;br /&gt;; → 放到最大與縮到最小&lt;br /&gt;&lt;br /&gt;Ctrl + Shift + “C” → 將選取圖層合成一個新的Composition&lt;br /&gt;&lt;br /&gt;Ctrl + Shift + “D” → 將選取圖層截開成為2個圖層&lt;br /&gt;&lt;br /&gt;“ [ ” or “ ] ” → 設定圖層的起始點與終點(長度不變)&lt;br /&gt;Alt +“ [ ” or “ ] ” → 設定圖層長度範圍的啟示點與終點(修剪長度)&lt;br /&gt;&lt;br /&gt;右邊數字區的“0”→ ＲＡＭ　Preview&lt;br /&gt;&lt;br /&gt;Ctrl + Alt + B　→　將“工作區長度”裁剪為“所選取的圖層長度”&lt;br /&gt;&lt;br /&gt;重新修改命名：Enter&lt;br /&gt;&lt;br /&gt;將已經時間軸內的曲目打開編輯：Alt + 數字鍵的Enter&lt;br /&gt;&lt;br /&gt;---------------------------&lt;br /&gt;插入關鍵影格&lt;br /&gt;Shift + Alt + "property shortcut"&lt;br /&gt;所謂property shortcut是指 AE的keyframe有很多項目可以設定嘛 Anchor Point啦、Position啦、Scale啦 之類的，所以在用快捷鍵建立新keyframe的時候 也要一塊指定要新增「哪個屬性」的keyframe。&lt;br /&gt;Anchor Point → A &lt;br /&gt;Mask Feather → F &lt;br /&gt;Mask Path → M &lt;br /&gt;Mask Opacity → TT (快速連按兩次) &lt;br /&gt;Opacity → T &lt;br /&gt;Position → P &lt;br /&gt;Rotation / Orientation → R &lt;br /&gt;Scale → S &lt;br /&gt;Time Remap → RR  &lt;br /&gt;Effects → E &lt;br /&gt;mask groups → MM &lt;br /&gt;(感謝學弟提供)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://help.adobe.com/en_US/AfterEffects/9.0/WS3878526689cb91655866c1103a9d3c597-7987a.html#WSC7D641E7-9D54-444a-861C-9029F3B51518"&gt;AE快捷鍵Help&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-2664536746743292172?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/2664536746743292172/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2010/05/ae.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/2664536746743292172'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/2664536746743292172'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2010/05/ae.html' title='AE_我常用的快捷鍵'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-625042670727922944</id><published>2010-03-02T09:14:00.000-08:00</published><updated>2010-03-02T18:36:33.918-08:00</updated><title type='text'>Normal mapping</title><content type='html'>上一次學弟在發問有提到&lt;br /&gt;關於法線貼圖Normal mapping這件事：&lt;br /&gt;&lt;br /&gt;&lt;a href="http://zh.wikipedia.org/zh-tw/%E6%B3%95%E7%BA%BF%E8%B4%B4%E5%9B%BE"&gt;惟基百科上有解釋，可以參考看看。&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;基本上，Normal Bump 和 傳統的黑白Bump都是以“干擾法線”的Bump來製作凹凸的效果。&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4401143111/" title="Flickr 上 superbtman@kimo.com 的 法線貼圖"&gt;&lt;img src="http://farm3.static.flickr.com/2682/4401143111_bfd43633db_o.jpg" width="372" height="602" alt="法線貼圖" /&gt;&lt;/a&gt;&lt;br /&gt;例如上圖，1.是一個平面 2.是真的凹陷  3.是貼上Bump的效果&lt;br /&gt;法線(法向量)是垂直於平面的線，是3D用來判斷面的方向的參考線，計算光影深淺凹凸，都是依據法向量來計算光影，也就是說：只要改變法向量就可以改變光影，來製作凹凸的效果。&lt;br /&gt;&lt;br /&gt;傳統的黑白Bump，是用越黑越凹、越白越凸的原理，雖然已經能製作凹凸，但是真實感跟立體感還是有缺陷，只能夠製作小細紋這類的小凹凸，遇到比較大的凹凸效果就比較難表現。&lt;br /&gt;&lt;br /&gt;而法線貼圖，則是利用RGB三個顏色，真正紀錄法線去干擾光線&lt;br /&gt;&lt;br /&gt;&lt;a href="http://picasaweb.google.com/lh/photo/pxsvl0QISuWgKoOHtl29bw?authkey=Gv1sRgCNLLgvHiuaPiqQE&amp;amp;feat=embedwebsite"&gt;&lt;img style="width: 50px; height: 50px;" src="http://lh6.ggpht.com/_DI4-UMgs-SA/SarP_znE4AI/AAAAAAAACCg/sR1U6es2SG8/s144/Normal%20Map%20%E8%97%8D.jpg" /&gt;&lt;/a&gt; 這個藍色，&lt;span style="color: rgb(255, 0, 0); font-weight: bold;"&gt;R128&lt;/span&gt;&lt;span style="font-weight: bold;"&gt; &lt;/span&gt;&lt;span style="color: rgb(51, 204, 0); font-weight: bold;"&gt;G128&lt;/span&gt;&lt;span style="font-weight: bold;"&gt; &lt;/span&gt;&lt;span style="color: rgb(51, 51, 255); font-weight: bold;"&gt;B255&lt;/span&gt;&lt;br /&gt;R紅色跟G綠色，代表X軸或Y軸(依軟體不同而不同)，B藍色是Z軸，每一個貼圖的畫素RGB色，各代表法向量的(x,y,z)方向，因此，Normal map的凹凸效果會比 黑白Bump map更加逼真。&lt;br /&gt;&lt;br /&gt;---------以下是3ds max裡的應用----------&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4401980320/" title="Flickr 上 superbtman@kimo.com 的 111-3"&gt;&lt;img src="http://farm5.static.flickr.com/4035/4401980320_2501a38379.jpg" width="500" height="375" alt="111-3" /&gt;&lt;/a&gt;&lt;br /&gt;首先是一個Poly只有6個面的Cube&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4401980640/" title="Flickr 上 superbtman@kimo.com 的 ZTexture02"&gt;&lt;img src="http://farm5.static.flickr.com/4039/4401980640_b5c623a99a.jpg" width="500" height="500" alt="ZTexture02" /&gt;&lt;/a&gt;&lt;br /&gt;將它貼上法線凹凸的貼圖&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4401980254/" title="Flickr 上 superbtman@kimo.com 的 111-2"&gt;&lt;img src="http://farm3.static.flickr.com/2701/4401980254_11a2b1a56d.jpg" width="500" height="375" alt="111-2" /&gt;&lt;/a&gt;&lt;br /&gt;(這張是貼在Color上，沒有凹凸效果)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4401980142/" title="Flickr 上 superbtman@kimo.com 的 111"&gt;&lt;img src="http://farm5.static.flickr.com/4056/4401980142_75ce9704e1.jpg" width="500" height="375" alt="111" /&gt;&lt;/a&gt;&lt;br /&gt;(貼在Normal map裡面，凹凸的效果就很明顯)&lt;br /&gt;&lt;br /&gt;這裡我是用Zbrush的彫刻工具亂畫的，只是為了大致解說&lt;br /&gt;在3ds max裡貼Normal map是一件跟傳統黑白Bump一樣簡單的事情，&lt;br /&gt;我想MAYA應該也一樣是很簡單吧，可是我一直找不到...&lt;br /&gt;MAYA裡不可能只有貼傳統黑白Bump的選項吧？&lt;br /&gt;&lt;br /&gt;這種貼圖在遊戲裡面比較常用&lt;br /&gt;因為可以省很多不必要的細節面數，卻可以看起來很精緻&lt;br /&gt;“幾百面的模型”也可以貼出“幾百萬面模型”的效果&lt;br /&gt;&lt;br /&gt;------------------------&lt;br /&gt;&lt;br /&gt;至於學弟說的“烘培”貼圖&lt;br /&gt;&lt;br /&gt;那是大陸網站的翻譯，我以前也有看&lt;br /&gt;&lt;br /&gt;所謂“烘培”貼圖，我想應該就是用3D軟體來運算貼圖這件事情&lt;br /&gt;例如：&lt;br /&gt;&lt;br /&gt;你在一個模型打了光，模型身上就帶有光影，然後你想把這個光影直接畫在貼圖上，那就是“烘培材質”，用3D把Render貼在貼圖上，經常遊戲裡面用到，因為遊戲每一樣東西都要算光影會很耗資源，有些東西不會動的，光影已經固定了，只要貼上帶有影子的貼圖就有光影效果了，節省資源。&lt;br /&gt;&lt;br /&gt;產生Normal mapping也是一種“烘培材質”(大陸翻譯)&lt;br /&gt;&lt;br /&gt;所有要產生Normal mapping的模型，必須有一個低面數的(例如：6個面的Cube)，和一個高面數的(可能是幾百萬面)，你在幾百萬面的Cube裡面雕刻，然後將幾百萬面的法線，按照6個面的Cube的UV方向運算法向量(RGB→XYZ)的貼圖，這個也稱作“烘培材質”。&lt;br /&gt;&lt;br /&gt;正常的算圖是Render攝影機畫面，“烘培材質”應該就是Render貼圖。&lt;br /&gt;&lt;br /&gt;應該是這樣吧！這是我之前為了雕刻我的烏龜，爬文的心得&lt;br /&gt;&lt;br /&gt;可以看一下我的龜殼效果&lt;br /&gt;&lt;a href="http://farm4.static.flickr.com/3570/3310280827_e567d6cb09_b.jpg"&gt;http://farm4.static.flickr.com/3570/3310280827_e567d6cb09_b.jpg&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;大概是這樣，分享心得，如果有錯，請指導一下&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-625042670727922944?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/625042670727922944/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2010/03/normal-mapping.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/625042670727922944'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/625042670727922944'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2010/03/normal-mapping.html' title='Normal mapping'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh6.ggpht.com/_DI4-UMgs-SA/SarP_znE4AI/AAAAAAAACCg/sR1U6es2SG8/s72-c/Normal%20Map%20%E8%97%8D.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-2122955991641806705</id><published>2010-02-19T03:59:00.000-08:00</published><updated>2010-02-19T04:29:21.111-08:00</updated><title type='text'>Question</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_DI4-UMgs-SA/S36EFmfCiuI/AAAAAAAACMo/P6SN37J0iZA/s1600-h/%E5%8A%8D%E4%B8%8A%E7%9A%84%E5%85%89%E9%BB%9E.jpg"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 200px; height: 101px;" src="http://1.bp.blogspot.com/_DI4-UMgs-SA/S36EFmfCiuI/AAAAAAAACMo/P6SN37J0iZA/s200/%E5%8A%8D%E4%B8%8A%E7%9A%84%E5%85%89%E9%BB%9E.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5439930631675087586" /&gt;&lt;/a&gt;&lt;br /&gt;不知道劍或刀的“光點”要怎麼做？&lt;br /&gt;在Mental Ray裡...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-2122955991641806705?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/2122955991641806705/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2010/02/question.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/2122955991641806705'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/2122955991641806705'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2010/02/question.html' title='Question'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_DI4-UMgs-SA/S36EFmfCiuI/AAAAAAAACMo/P6SN37J0iZA/s72-c/%E5%8A%8D%E4%B8%8A%E7%9A%84%E5%85%89%E9%BB%9E.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-5957691290871614393</id><published>2010-02-03T23:56:00.000-08:00</published><updated>2010-02-10T00:40:31.607-08:00</updated><title type='text'>命名</title><content type='html'>我是不知道一般業界是怎麼命名物件的，但是最近在3DS MAX裡面經常在命名，也希望直接在瀏覽物件表裡可以快速找到自己想要的物件，或者直接看名稱就可以知道是哪個部位的骨骼，命名越詳細，當然也就越好了解物件是什麼？缺點是名稱會越長&lt;br /&gt;&lt;br /&gt;以下是我最近常用的命名格式(純自己用)&lt;br /&gt;&lt;br /&gt;例如：&lt;br /&gt;Tur1這個角色頭部的“骨骼”，我會這樣寫：&lt;br /&gt;→ Tur1 Bone Head MA01&lt;br /&gt;&lt;br /&gt;Tur1左手骨骼“控制器”我會這樣寫：&lt;br /&gt;→ Tur1 Ctrl Hand LA01&lt;br /&gt;&lt;br /&gt;主名→種類→次部位→左右→編號&lt;br /&gt;&lt;br /&gt;解說：&lt;br /&gt;因為命名的字母順序，可以按照排列組合整理，也就是說在清單裏會越好找&lt;br /&gt;可以把自己覺得比較想優先排列的放前面，中間空格，第一個字母都大寫&lt;br /&gt;&lt;br /&gt;(1) 角色名稱，這一定是排最前面的沒異議，但是我後面會加一個編號&lt;br /&gt;如果很多角色就01，角色一定不多我就1這樣，以免後來有複製或另一個角色名字一樣的時候會衝突。&lt;br /&gt;例如：Tur 這個角色加上編號→ Tur01&lt;br /&gt;名字盡量在5個字母內，以免過長，要不久簡寫或取其3個字母&lt;br /&gt;&lt;br /&gt;(2) 物件類型，很多人排第二位的是次部位，可是我自己卻覺得，你要在清單裡找次部位的時候比較少，但是找相同類型的東西的時候卻很多，所以我把類型放到第二位。&lt;br /&gt;骨骼→Bone&lt;br /&gt;模型→Mod&lt;br /&gt;控制器→Ctrl&lt;br /&gt;大概這樣&lt;br /&gt;&lt;br /&gt;(3) 次部位，很妙吧！我把大部分會放第二位的次部份，放在最後面&lt;br /&gt;例如：頭 Head、脖子Neck、手臂Arm、手Hand、手指Finger、脊椎Spine、腿Leg、腳foot、尾Tail...等等&lt;br /&gt;其實以前我也是放第二位，類似Tur1左手骨骼“控制器”我會這樣寫：&lt;br /&gt;Tur1 Hand Ctrl L A01，這樣其實就像大多數的人的命名順序了&lt;br /&gt;主名→次部位→種類→左右→編號&lt;br /&gt;&lt;br /&gt;可是我覺得，次部位放以二位，看起來就是“東西很多”而且如果我想要在Layer裡面一次將相同類型的東西找到，還是把種類放前面，所以我擅自就把次部位往後挪了！&lt;br /&gt;這樣Bone就全部排在一起、控制器、模型就會全部排在一起&lt;br /&gt;&lt;br /&gt;(不過，我現在想想，搞不好以後還是會用原來的順序比較好...)&lt;br /&gt;&lt;br /&gt;順序其實也可以把越想先看到的資訊放前面&lt;br /&gt;&lt;br /&gt;(4) 左右，沒有分左右就算了，有左右邊的分一下比較好&lt;br /&gt;左邊L、右邊R、中間M&lt;br /&gt;&lt;br /&gt;如果沒有方位的就不用寫 L、R、M了&lt;br /&gt;&lt;br /&gt;如果是“道具”名稱就寫在“次部位”這裡&lt;br /&gt;&lt;br /&gt;(5) 編號，我會寫 字母+數字，例如：A01&lt;br /&gt;因為之前控制器和骨骼太多了，同樣是Face就好幾條&lt;br /&gt;如果全部命名成01、02、03，有時候會分不清楚誰是誰，而且沒有層級&lt;br /&gt;所以，字母可以區別，次部位的“次次部位”&lt;br /&gt;數字就可以很快看出層級了，例如：01(母)→02(子)→03(孫)→04(曾孫)...這樣&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;所以我現在都這樣寫&lt;br /&gt;主名→種類→次部位→左右→編號&lt;br /&gt;Tur1 Bone Finger LA01&lt;br /&gt;-------------------------------------------------&lt;br /&gt;PS:&lt;br /&gt;不過其實排列順序，如果沒有硬要照種類分&lt;br /&gt;&lt;br /&gt;應該是要照這樣的，只是我現在懶得改，而且也覺得沒什麼不好&lt;br /&gt;主名→次部位→種類→左右→編號&lt;br /&gt;&lt;br /&gt;Tur1左手骨骼“控制器”：&lt;br /&gt;Tur1 Hand Ctrl L A01&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-5957691290871614393?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/5957691290871614393/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2010/02/blog-post.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/5957691290871614393'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/5957691290871614393'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2010/02/blog-post.html' title='命名'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-9112783202444344613</id><published>2010-01-26T08:32:00.000-08:00</published><updated>2010-01-26T08:44:02.008-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='link'/><title type='text'>連結</title><content type='html'>&lt;ul&gt;&lt;/ul&gt;&lt;ul&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=6837309&amp;amp;linkID=9241175"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;Autodesk&lt;/span&gt; - &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;Autodesk&lt;/span&gt; 3&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;ds&lt;/span&gt; Max Services &amp;amp; Support - Learning 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href="http://www.tudou.com/programs/view/iavtakz1Sfg/"&gt;千与千寻制作花絮_在线视频观看_土豆网视频 娱乐&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://cg.tutsplus.com/articles/web-roundups/65-mold-breaking-3ds-max-tutorials/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+Cgtuts+%28Cgtuts%2B%29&amp;amp;utm_content=Google+Reader"&gt;65 Mold-Breaking 3&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_49"&gt;ds&lt;/span&gt; Max Tutorials - &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_50"&gt;Cgtuts&lt;/span&gt;+&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://hi.baidu.com/ecotutorial"&gt;ECO群资源教程整理&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://pposti.com/"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_51"&gt;Pietari&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_52"&gt;Posti&lt;/span&gt; - Illustration Art Design &amp;amp; Pretty Pictures&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://taeiriskim.com/"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_53"&gt;Tae&lt;/span&gt; Kim&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://www.thelabsydney.com.au/"&gt;We are The Lab Sydney | Design | Animation | &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_54"&gt;VFX&lt;/span&gt; |&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://blog.sina.com.cn/s/blog_4a3ca31e0100g36o.html"&gt;【电影发狂】詹姆斯·卡梅隆《阿凡达》手稿_电影发狂_新浪博客&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://www.visionanimations.com/index.aspx"&gt;http://www.visionanimations.com/index.aspx&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://incise-soul.net/"&gt;incise soul&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://www.awntv.com/videos/antichrist-vfx-breakdowns"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_55"&gt;AWNtv&lt;/span&gt; :: Antichrist - &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_56"&gt;VFX&lt;/span&gt; Breakdowns&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://tw.myblog.yahoo.com/dcaa2006-m95t0102/article?mid=1978"&gt;2007 法國《Hugh》 ESMA 動畫學校 導演&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_57"&gt;Mathieu&lt;/span&gt; NAVARRO - Amos &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_58"&gt;Hsiao&lt;/span&gt;【哇阿帕‧動畫飽和】 - Yahoo!奇摩部落格&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://vimeo.com/8526872"&gt;Maya: &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_59"&gt;Realtime&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_60"&gt;Viewport&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_61"&gt;Shaders&lt;/span&gt; on &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_62"&gt;Vimeo&lt;/span&gt;&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://vray.info/tutorials/vraydaylight/"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_63"&gt;VRay&lt;/span&gt;.info | Tutorial: Setting up a Daylight Scene With V-Ray&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://tw.myblog.yahoo.com/dcaa2006-m95t0102/article?mid=1992&amp;amp;prev=336&amp;amp;next=1986"&gt;首映創意 與 藍寶科技將虛擬變真實 - Amos &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_64"&gt;Hsiao&lt;/span&gt;【哇阿帕‧動畫飽和】 - Yahoo!奇摩部落格&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://video.hxsd.com/video_list/64"&gt;视频首页 - CG视频 火星时代CG视频教程|全球第一中文CG视频在线教学平台&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://www.thefoundry.co.uk/pkg_examples.aspx?ui=CBC2593A-2C9F-4EF9-84BE-C198B0171453"&gt;The Foundry - Examples&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://3dsmaxrendering.blogspot.com/2010/01/transparent-alpha-channel.html"&gt;3&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_65"&gt;DS&lt;/span&gt; Max Rendering: Transparent Alpha Channel&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://www.yeatvfx.com/works/works.html"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_66"&gt;Yigit&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_67"&gt;Acik&lt;/span&gt; | &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_68"&gt;FX&lt;/span&gt; Artist&lt;/a&gt;&lt;/span&gt; &lt;/li&gt;&lt;li&gt; &lt;span style="font-size:85%;"&gt;&lt;a href="http://www.youtube.com/watch?v=Cbnv_z6VDj8&amp;amp;feature=related"&gt;YouTube - &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_69"&gt;Nvidia&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_70"&gt;GF&lt;/span&gt;100 Ray-tracing&lt;/a&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;-------------------------------&lt;/li&gt;&lt;li&gt;上一則連結：&lt;/li&gt;&lt;li&gt;&lt;a href="http://my3dnote.blogspot.com/2009/11/blog-post_10.html"&gt;連結2009/11/11&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-9112783202444344613?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/9112783202444344613/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2010/01/blog-post.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/9112783202444344613'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/9112783202444344613'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2010/01/blog-post.html' title='連結'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-2607626628717277663</id><published>2010-01-19T17:49:00.001-08:00</published><updated>2010-01-19T17:49:48.889-08:00</updated><title type='text'>ZB 魔人</title><content type='html'>&lt;a href="http://www.zbrushcentral.com/showthread.php?t=080532"&gt;http://www.zbrushcentral.com/showthread.php?t=080532&lt;/a&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-2607626628717277663?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/2607626628717277663/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2010/01/zb.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/2607626628717277663'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/2607626628717277663'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2010/01/zb.html' title='ZB 魔人'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-986739896083431027</id><published>2010-01-19T06:38:00.001-08:00</published><updated>2010-01-19T06:38:56.711-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><title type='text'>3dsmax 連結控制 可調控制程度</title><content type='html'>&lt;a href="http://www.flickr.com/photos/superbtman2/4287414071/" title="Flickr 上 superbtman@kimo.com 的 3dsmax 022_連結控制"&gt;&lt;img src="http://farm5.static.flickr.com/4059/4287414071_9153c93390_o.jpg" width="658" height="439" alt="3dsmax 022_連結控制" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-986739896083431027?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/986739896083431027/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2010/01/3dsmax.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/986739896083431027'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/986739896083431027'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2010/01/3dsmax.html' title='3dsmax 連結控制 可調控制程度'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-483474779182913158</id><published>2010-01-17T23:04:00.000-08:00</published><updated>2010-01-17T23:05:09.404-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><title type='text'>3dsmax_製作伸縮骨架的Point腳本</title><content type='html'>fn AddPoints=&lt;br /&gt;(&lt;br /&gt;Pts=#()&lt;br /&gt; for x in selection do&lt;br /&gt; (&lt;br /&gt; Pt=point size:2 centermaker:false axistripod:false cross:false box:true wireColor:[200,0,0]&lt;br /&gt;  pt.transform=x.transform&lt;br /&gt;  append pts pt&lt;br /&gt;  )&lt;br /&gt;  For i = 1 to selection.count do&lt;br /&gt;  (&lt;br /&gt;   b=selection[i]&lt;br /&gt;   posCon=position_constraint()&lt;br /&gt;   b.pos.controller=posCon&lt;br /&gt;   posCon.appendTarget pts[i] 100&lt;br /&gt;   if i &lt; selection.count then&lt;br /&gt;   (&lt;br /&gt;    lookAtCon=lookAt_constraint()&lt;br /&gt;    b.rotation.controller=lookAtCon&lt;br /&gt;    lookAtCon.appendTarget pts[i+1] 100&lt;br /&gt;    lookAtCon.lookat_vector_length=0&lt;br /&gt;    lookAtCon.upnode_world=false&lt;br /&gt;    lookAtCon.pickUpNode=pts[i]&lt;br /&gt;    )&lt;br /&gt;   )&lt;br /&gt; &lt;br /&gt; )&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-483474779182913158?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/483474779182913158/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2010/01/3dsmaxpoint.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/483474779182913158'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/483474779182913158'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2010/01/3dsmaxpoint.html' title='3dsmax_製作伸縮骨架的Point腳本'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-8510435752717184948</id><published>2010-01-09T07:56:00.000-08:00</published><updated>2010-01-09T07:57:18.280-08:00</updated><title type='text'>AE_鏡頭模糊_景深</title><content type='html'>&lt;a href="http://www.flickr.com/photos/superbtman2/4259732310/" title="Flickr 上 superbtman@kimo.com 的 AE_鏡頭模糊_景深"&gt;&lt;img src="http://farm5.static.flickr.com/4005/4259732310_bbefd4e945_o.jpg" width="364" height="323" alt="AE_鏡頭模糊_景深" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-8510435752717184948?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/8510435752717184948/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2010/01/ae.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/8510435752717184948'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/8510435752717184948'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2010/01/ae.html' title='AE_鏡頭模糊_景深'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-6411693108452230533</id><published>2009-11-23T04:35:00.000-08:00</published><updated>2009-12-20T09:39:06.567-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mental ray'/><category scheme='http://www.blogger.com/atom/ns#' term='link'/><title type='text'>mental ray</title><content type='html'>mental ray算圖器是歷史悠久 跨越三大動畫套裝軟體的渲染器...&lt;br /&gt;&lt;a href="http://hammerbchen.blogspot.com/2009/10/mental-ray.html"target="_blank"&gt;http://hammerbchen.blogspot.com/2009/10/mental-ray.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;參照裡面介紹的書去找，目前我手邊有的是：&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.amazon.com/Rendering-mental-ray-3ds-Max/dp/0240808932/ref=sr_1_2?ie=UTF8&amp;s=books&amp;qid=1255848350&amp;sr=1-2"target="_blank"&gt;3. Rendering with mental ray &amp; 3ds Max&lt;/a&gt;作者:Joep van der Steen，&lt;br /&gt;&lt;a href="http://www.amazon.com/Realistic-Architectural-Visualization-3ds-Mental/dp/B001E08V6A/ref=sr_1_3?ie=UTF8&amp;s=books&amp;qid=1255848383&amp;sr=1-3"target="_blank"&gt;4. Realistic Architectural Visualization with 3ds Max and mental ray&lt;/a&gt;作者: Roger Cusson&lt;br /&gt;&lt;br /&gt;但是至於這一本，還沒有...&lt;br /&gt;&lt;a href="http://www.amazon.com/mental-ray-Maya-3ds-Max/dp/0470008547/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1255848313&amp;sr=1-1"target="_blank"&gt;2. mental ray for Maya, 3ds Max, and XSI: A 3D Artist's Guide to Rendering&lt;/a&gt;作者:Boaz Livny，這一本滿想要收的，主要是因為他在3ds max、MAYA都會帶到，對我這種兩邊跑的人應該會滿不錯用的。&lt;br /&gt;&lt;br /&gt;但是2000元這麼貴也不是說買就買，還是把上面兩本看完再說吧！&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.amazon.com/mental-ray-Maya-3ds-Max/dp/0470008547/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1255848313&amp;sr=1-1"target="_blank"&gt;mental ray for Maya, 3ds Max, and XSI: A 3D Artist's Guide to Rendering&lt;/a&gt;這本上次有機會看到了，850頁寫的超詳盡，3大軟體都介紹了，全英文，真的不是短時間可以吃的下去的，還是先從淺一點的入手吧！&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-6411693108452230533?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='related' href='http://hammerbchen.blogspot.com/2009/10/mental-ray.html' title='mental ray'/><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/6411693108452230533/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/mental-ray.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/6411693108452230533'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/6411693108452230533'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/mental-ray.html' title='mental ray'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-8976204206019824842</id><published>2009-11-22T08:03:00.000-08:00</published><updated>2009-11-22T08:07:47.659-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='link'/><title type='text'>Link-物理引擎DMM for max</title><content type='html'>1. &lt;a href="http://www.pixelux.ch/content/view/47/51/"target="_blank"&gt;http://www.pixelux.ch/content/view/47/51/&lt;/a&gt;&lt;br /&gt;2. &lt;a href="http://www.cgrecord.net/2009/11/dmm-plugin-for-3d-studio-max-has-been.html"target="_blank"&gt;http://www.cgrecord.net/2009/11/dmm-plugin-for-3d-studio-max-has-been.html&lt;/a&gt;&lt;br /&gt;這個叫Digital Molecular Matter 的物理引擎不只能做鋼體碰撞她的模擬是更接近真實世界的狀況(想像物體像不同程度的soft body,還可以碎裂!)&lt;br /&gt;&lt;span class="fullpost"&gt;提供連結mingyu大&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-8976204206019824842?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='related' href='http://www.cgrecord.net/2009/11/dmm-plugin-for-3d-studio-max-has-been.html' title='Link-物理引擎DMM for max'/><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/8976204206019824842/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/link-dmm-for-max.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/8976204206019824842'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/8976204206019824842'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/link-dmm-for-max.html' title='Link-物理引擎DMM for max'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-6959100425586322280</id><published>2009-11-19T18:27:00.000-08:00</published><updated>2009-11-20T08:30:02.117-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><category scheme='http://www.blogger.com/atom/ns#' term='link'/><title type='text'>max 連結好文</title><content type='html'>從mingyu大那邊看到不錯的連結&lt;br /&gt;1. &lt;a href="http://mentalraytips.blogspot.com/2009/11/fire-and-ice-rendering-diamonds-and.html"target="_blank"&gt;用3dsmax 的 mental ray做鑽石的教學&lt;/a&gt;&lt;br /&gt;2. &lt;a href="http://bonestudiotech.blogspot.com/2009/10/hi-there-first-of-all-for-spanish.html"target="_blank"&gt;製作毛髮 in mental ray&lt;/a&gt;&lt;br /&gt;3. &lt;a href="http://bonestudiotech.blogspot.com/2009/11/turkeys-and-chickensfeather-simulations_15.html"target="_blank"&gt;3ds Max製作“羽毛”的動態模擬&lt;/a&gt;&lt;br /&gt;4. &lt;a href="http://www.3dyk.net/product/3dyk-paint-library/screen-shots.htm"target="_blank"&gt;3ds max-3D paint網頁&lt;/a&gt; &lt;br /&gt;5. &lt;a href="http://www.videocopilot.net/tutorial/lightning_blast/"&gt;製作被雷劈到的教學&lt;/a&gt;&lt;br /&gt;6. &lt;a href="http://area.autodesk.com/blogs/louis/reveal_techniques_and_autodesk_university_in_las_vegas"target="_blank"&gt;max教學影片&lt;/a&gt;&lt;br /&gt;7. &lt;a href="http://www.allanmckay.com/allanmckay/"target="_blank"&gt;3dsmax特效名人Allan McKay教學部落格&lt;/a&gt;&lt;br /&gt;8. &lt;a href="http://www.hippydrome.com/"target="_blank"&gt;人體建模佈線的參考資料&lt;/a&gt;&lt;br /&gt;9. &lt;a href="http://forums.cgsociety.org/showthread.php?f=6&amp;t=808733"target="_blank"&gt;免費的建築物自動產生器Building Generator v.01 Script For 3dsmax&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-6959100425586322280?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/6959100425586322280/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3dsmax-mental-ray.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/6959100425586322280'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/6959100425586322280'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3dsmax-mental-ray.html' title='max 連結好文'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-7743996963421639428</id><published>2009-11-15T07:06:00.000-08:00</published><updated>2009-11-16T08:57:57.770-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><title type='text'>3dsmax-不小心動到的設定</title><content type='html'>原本選面Edit poly會變成全紅色，今天不知怎麼變成只有框是紅的&lt;br /&gt;非常不方便，原來是之前不小心動到 Shade Selected Faces 這個設定...&lt;br /&gt;快捷鍵是“F2” 大概是我不小心按到的(經常按F3...)&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4105322389/" title="Flickr 上 superbtman@kimo.com 的 3dsmax 019_選面編輯的問題"&gt;&lt;img src="http://farm3.static.flickr.com/2594/4105322389_dd71ce4bb3_o.jpg" width="400" height="1102" alt="3dsmax 019_選面編輯的問題" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-7743996963421639428?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/7743996963421639428/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3dsmax.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/7743996963421639428'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/7743996963421639428'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3dsmax.html' title='3dsmax-不小心動到的設定'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-4002718406347834037</id><published>2009-11-14T00:24:00.000-08:00</published><updated>2009-11-14T00:29:36.964-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><title type='text'>MAYA_中英對照</title><content type='html'>Maya 菜单中英文对照&lt;br /&gt;雖然是簡體的，還是可以用&lt;br /&gt;&lt;a href="http://my3dnote.blogspot.com/2009/11/3ds-max_09.html"&gt;※附：3ds_max的中英對照&lt;/a&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;Standard标准菜单 &lt;br /&gt;File文件&lt;br /&gt;New Scene建立新场景&lt;br /&gt;Open Scene打开场景&lt;br /&gt;Save Scene存盘场景&lt;br /&gt;Save Scene As改名存盘&lt;br /&gt;Import导入&lt;br /&gt;Export All导出所有&lt;br /&gt;Export Selection导出选定物体&lt;br /&gt;Create Reference引入场景文件&lt;br /&gt;Reference Editor引入场景编辑器&lt;br /&gt;Project项目&lt;br /&gt;New建立新项目&lt;br /&gt;Edit Current编辑当前项目&lt;br /&gt;Set指定当前项目&lt;br /&gt;Exit退出&lt;br /&gt;Edit编辑&lt;br /&gt;Undo取消上一次操作&lt;br /&gt;Redo恢复上一次操作&lt;br /&gt;Repeat重复最后一次操作&lt;br /&gt;Keys关键帧&lt;br /&gt;Cut Keys裁剪关键帧&lt;br /&gt;Copy Keys拷贝关键帧&lt;br /&gt;Paste Keys粘贴关键帧&lt;br /&gt;Delete Keys删除关键帧&lt;br /&gt;Scale Keys缩放关键帧&lt;br /&gt;Bake Simulation模拟复制&lt;br /&gt;Delete删除&lt;br /&gt;Delete by Type根据类型删除&lt;br /&gt;History构造历史&lt;br /&gt;Channels通道&lt;br /&gt;Static Channels静帧通道&lt;br /&gt;Motion Paths运动路径&lt;br /&gt;Expressions表达式&lt;br /&gt;Constraints约束&lt;br /&gt;Rigid Bodies刚体&lt;br /&gt;Delete All by Type根据类型删除所有&lt;br /&gt;History构造历史&lt;br /&gt;Channels通道&lt;br /&gt;Static Channels静帧通道&lt;br /&gt;Motion Paths运动路径&lt;br /&gt;Expressions表达式&lt;br /&gt;Constraints约束&lt;br /&gt;Unused Transforms未用变形&lt;br /&gt;Joints连接&lt;br /&gt;IK Handles逆向运动控制柄&lt;br /&gt;Lattices车削&lt;br /&gt;Clusters族&lt;br /&gt;Sculpt Objects雕刻物体&lt;br /&gt;Wires网格&lt;br /&gt;Lights灯光&lt;br /&gt;Cameras照相机&lt;br /&gt;Image Planes图像板&lt;br /&gt;Shading Groups and Materials阴影组和材质&lt;br /&gt;Particles粒子&lt;br /&gt;Rigid Bodies刚体物体&lt;br /&gt;Rigid Constraints刚体约束&lt;br /&gt;Select All选择所有&lt;br /&gt;Select All by Type根据类型选择所有&lt;br /&gt;Joints连接&lt;br /&gt;IK Handles逆向运动控制柄&lt;br /&gt;Lattices车削&lt;br /&gt;Clusters族&lt;br /&gt;Sculpt Objects雕刻物体&lt;br /&gt;Wires网格&lt;br /&gt;Transforms变形&lt;br /&gt;Geometry几何体&lt;br /&gt;NURBS Geometry NURBS几何体&lt;br /&gt;Polygon Geometry多边形几何体&lt;br /&gt;Lights灯光&lt;br /&gt;Cameras照相机&lt;br /&gt;Image Planes图像板&lt;br /&gt;Particles粒子&lt;br /&gt;Rigid Bodies刚体物体&lt;br /&gt;Rigid Constraints刚体约束&lt;br /&gt;Quick Select Set快速选择集&lt;br /&gt;Layers层&lt;br /&gt;New Layers建立新层&lt;br /&gt;Rename Layer更改层名称&lt;br /&gt;Remove Current Layer移去当前层&lt;br /&gt;Layer Editor层编辑器&lt;br /&gt;Transfer to Layer转化为层&lt;br /&gt;Select All on Layer选择层上所有物体&lt;br /&gt;Hide Layer隐藏层&lt;br /&gt;Hide All Layers隐藏所有层&lt;br /&gt;Show Layer显示层&lt;br /&gt;Show All Layers显示所有层&lt;br /&gt;Template Layer临时层&lt;br /&gt;Untemplate Layer解除临时层&lt;br /&gt;Hide Inactive Layers隐藏非活动层&lt;br /&gt;Template Inactive Layers临时非活动层&lt;br /&gt;Duplicate复制&lt;br /&gt;Group成组&lt;br /&gt;Ungroup解成组&lt;br /&gt;Create Empty Group建立空成组&lt;br /&gt;Parent建立父物体&lt;br /&gt;Unparent解除父物体&lt;br /&gt;Modify修改&lt;br /&gt;Transformation Tools变形工具&lt;br /&gt;Move Tool移动工具&lt;br /&gt;Rotate Tool旋转工具&lt;br /&gt;Scale Tool缩放工具&lt;br /&gt;Show Manipulator Tool显示手动工具&lt;br /&gt;Default Object Manipulator默认调节器&lt;br /&gt;Proportional Modi Tool比例修改工具&lt;br /&gt;Move Limit Tool移动限制工具&lt;br /&gt;Rotate Limit Tool旋转限制工具&lt;br /&gt;Scale Limit Tool缩放限制工具&lt;br /&gt;Reset Transformations重新设置变形控制&lt;br /&gt;Freeze Transformations冻结变形控制&lt;br /&gt;Enable Nodes授权动画节点&lt;br /&gt;All所有&lt;br /&gt;IK solvers逆向运动连接器&lt;br /&gt;Constraints约束&lt;br /&gt;Expressions表达式&lt;br /&gt;Particles粒子&lt;br /&gt;Rigid Bodies刚体&lt;br /&gt;Snapshots快照&lt;br /&gt;Disable Node废弃动画节点&lt;br /&gt;Make Live激活构造物&lt;br /&gt;Center Pivot置中枢轴点&lt;br /&gt;Prefix Hierarchy Names定义前缀&lt;br /&gt;Add Attribute增加属性&lt;br /&gt;Measure测量&lt;br /&gt;Distance Tool距离工具&lt;br /&gt;Parameter Tool参数工具&lt;br /&gt;Arc Length Tool弧度工具&lt;br /&gt;Animated Snapshot动画快照&lt;br /&gt;Animated Sweep由动画曲线创建几何体曲面&lt;br /&gt;Display显示&lt;br /&gt;Geometry几何体&lt;br /&gt;Backfaces背面&lt;br /&gt;Lattice Points车削点&lt;br /&gt;Lattice Shape车削形&lt;br /&gt;Local Rotation Axes局部旋转轴&lt;br /&gt;Rotate Pivots旋转枢轴点&lt;br /&gt;Scale Pivots缩放枢轴点&lt;br /&gt;Selection Handles选定句柄&lt;br /&gt;NURBS Components NURBS元素&lt;br /&gt;CVs CV曲线&lt;br /&gt;Edit Points编辑点&lt;br /&gt;Hulls可控点&lt;br /&gt;Custom定制&lt;br /&gt;NURBS Smoothness NURBS曲面光滑处理&lt;br /&gt;Hull物体外壳&lt;br /&gt;Rough边框质量&lt;br /&gt;Medium中等质量&lt;br /&gt;Fine精细质量&lt;br /&gt;Custom定制&lt;br /&gt;Polygon Components多边形元素&lt;br /&gt;Custom Polygon Display定制多边形显示&lt;br /&gt;Fast Interaction快速交错显示&lt;br /&gt;Camera/Light Manipulator照相机/灯光操作器&lt;br /&gt;Sound声音&lt;br /&gt;Joint Size关节尺寸&lt;br /&gt;IK Handle Size IK把手尺寸&lt;br /&gt;Window窗口&lt;br /&gt;General Editors通用编辑器&lt;br /&gt;Set Editor系统设置编辑器&lt;br /&gt;Attribute Spread Sheet属性编辑器&lt;br /&gt;Tool Settings工具设置&lt;br /&gt;Filter Action Editor滤镜动作编辑器&lt;br /&gt;Channel Control通道控制信息&lt;br /&gt;Connection Editor连接编辑器&lt;br /&gt;Performance Settings性能设置&lt;br /&gt;Script Editor Script编辑器&lt;br /&gt;Command Shell命令窗口&lt;br /&gt;Plug-in Manager滤镜管理器&lt;br /&gt;Rendering Editors渲染编辑器&lt;br /&gt;Rendering Flags渲染标记&lt;br /&gt;Hardware Render Buffer硬件渲染缓冲区&lt;br /&gt;Render View渲染视图&lt;br /&gt;Shading Groups Editor阴影组编辑器&lt;br /&gt;Texture View质地视图&lt;br /&gt;Shading Group Attributes阴影组属性&lt;br /&gt;Animation Editors动画编辑器&lt;br /&gt;Graph Editor图形编辑器&lt;br /&gt;Dope Sheet&lt;br /&gt;Blend Shape融合形&lt;br /&gt;Device Editor设备编辑器&lt;br /&gt;Dynamic Relationships动态关系&lt;br /&gt;Attribute Editor属性编辑器&lt;br /&gt;Outliner框架&lt;br /&gt;Hypergraph超图形&lt;br /&gt;Multilister多功能渲染控制&lt;br /&gt;Expression Editor表达式编辑器&lt;br /&gt;Recent Commands当前命令&lt;br /&gt;Playblast播放预览&lt;br /&gt;View Arangement视图安排&lt;br /&gt;Four四分&lt;br /&gt;3 Top Split上三分&lt;br /&gt;3 Left Split左三分&lt;br /&gt;3 Right Split右三分&lt;br /&gt;3 Bottom Split底部三分&lt;br /&gt;2 Stacked二叠分&lt;br /&gt;2 Side By Side二平分&lt;br /&gt;Single单图&lt;br /&gt;Previous Arrangement前次安排&lt;br /&gt;Next Arrangement下次安排&lt;br /&gt;Saved Layouts保存布局&lt;br /&gt;Single Perspective View单透视图&lt;br /&gt;Four View四分图&lt;br /&gt;Persp/Graph/Hyper透视/图形/超图形&lt;br /&gt;Persp/Multi/Render透视/多功能/渲染&lt;br /&gt;Persp/Multi/Outliner透视/多功能/轮廓&lt;br /&gt;Persp/Multi透视/多功能&lt;br /&gt;Persp/Outliner透视/轮廓&lt;br /&gt;Persp/Graph透视/图形&lt;br /&gt;Persp/Set Editor透视/组编辑器&lt;br /&gt;Edit Layouts编辑布局&lt;br /&gt;Frame Selected in All Views所有视图选定帧&lt;br /&gt;Frame All in All Views所有视图的所有帧&lt;br /&gt;Minimize Application最小化应用&lt;br /&gt;Raise Application Windows移动窗口向前&lt;br /&gt;Options可选项&lt;br /&gt;General Preferences一般设置&lt;br /&gt;UI Preferences用户界面设置&lt;br /&gt;Customize UI定制用户界面&lt;br /&gt;Hotkeys快捷键&lt;br /&gt;Colors颜色&lt;br /&gt;Marking Menus标记菜单&lt;br /&gt;Shelves书架&lt;br /&gt;Panels面板&lt;br /&gt;Save Preferences保存设置&lt;br /&gt;Status Line状态栏&lt;br /&gt;Shelf书架&lt;br /&gt;Feedback Line反馈栏&lt;br /&gt;Channel Box通道面板&lt;br /&gt;Time Slider时间滑动棒&lt;br /&gt;Range Slider范围滑动棒&lt;br /&gt;Command Line命令行&lt;br /&gt;Help Line帮助行&lt;br /&gt;Show Only Viewing Panes仅显示视图面板&lt;br /&gt;Show All Panes显示所有面板 &lt;br /&gt;Modeling建模系统 &lt;br /&gt;Primitives基本物体&lt;br /&gt;Create NURBS创建NURBS物体&lt;br /&gt;Sphere球体&lt;br /&gt;Cube立方体&lt;br /&gt;Cylinder圆柱体&lt;br /&gt;Cone圆台（锥）体&lt;br /&gt;Plane平面物体&lt;br /&gt;Circle圆&lt;br /&gt;Create Polygons创建多边形物体&lt;br /&gt;Sphere球体&lt;br /&gt;Cube立方体&lt;br /&gt;Cylinder圆柱体&lt;br /&gt;Cone圆台（锥）体&lt;br /&gt;Plane平面物体&lt;br /&gt;Torus面包圈&lt;br /&gt;Create Text创建文本&lt;br /&gt;Create Locator创建指示器&lt;br /&gt;Construction Plane构造平面&lt;br /&gt;Create Camera创建照相机&lt;br /&gt;Curves创建曲线&lt;br /&gt;CV Curve Tool CV曲线工具&lt;br /&gt;EP Curve Tool EP曲线工具&lt;br /&gt;Pencil Curve Tool笔曲线工具&lt;br /&gt;Add Points Tool加点工具&lt;br /&gt;Curve Editing Tool曲线编辑工具&lt;br /&gt;Offset Curve曲线移动&lt;br /&gt;Offset Curve On Surface曲线在表面移动&lt;br /&gt;Project Tangent曲线切线调整&lt;br /&gt;Fillet Curve带状曲线&lt;br /&gt;Rebuild Curve重建曲线&lt;br /&gt;Extend Curve扩展曲线&lt;br /&gt;Insert Knot插入节点&lt;br /&gt;Attach Curves连接曲线&lt;br /&gt;Detach Curves断开曲线&lt;br /&gt;Align Curves对齐曲线&lt;br /&gt;Open/Close Curves打开/关闭曲线&lt;br /&gt;Reserse Curves反转曲线&lt;br /&gt;Duplicate Curves复制曲线&lt;br /&gt;CV Hardness硬化曲线&lt;br /&gt;Fit B-spline适配贝塔曲线&lt;br /&gt;Surfaces曲面&lt;br /&gt;Bevel斜角&lt;br /&gt;Extrude凸出&lt;br /&gt;Loft放样&lt;br /&gt;Planar曲面&lt;br /&gt;Revolve旋转&lt;br /&gt;Boundary边界&lt;br /&gt;Birail 1 Tool二对一工具&lt;br /&gt;Birail 2 Tool二对二工具&lt;br /&gt;Birail 3+ Tool二对三工具&lt;br /&gt;Circular Fillet圆边斜角&lt;br /&gt;Freeform Fillet自由形斜角&lt;br /&gt;Fillet Blend Tool斜角融合工具&lt;br /&gt;Edit Surfaces编辑曲面&lt;br /&gt;Intersect Surfaces曲面交叉&lt;br /&gt;Project Curve投影曲线&lt;br /&gt;Trim Tool修整曲线工具&lt;br /&gt;Untrim Surfaces撤消修整&lt;br /&gt;Rebuild Surfaces重建曲面&lt;br /&gt;Prepare For Stitch准备缝合&lt;br /&gt;Stitch Surface Points点缝合曲面&lt;br /&gt;Stitch Tool缝合工具&lt;br /&gt;NURBS to Polygons NURBS转化为多边形&lt;br /&gt;Insert Isoparms添加元素&lt;br /&gt;Attach Surfaces曲面结合&lt;br /&gt;Detach Surfaces曲面分离&lt;br /&gt;Align Surfaces曲面对齐&lt;br /&gt;Open/Close Surfaces打开/关闭曲面&lt;br /&gt;Reverse Surfaces反转曲面&lt;br /&gt;Polygones多边形&lt;br /&gt;Create Polygon Tool创建多边形工具&lt;br /&gt;Append to Polygon Tool追加多边形&lt;br /&gt;Split Polygon Tool分离多边形工具&lt;br /&gt;Move Component移动元素&lt;br /&gt;Subdivide多边形细化&lt;br /&gt;Collapse面转点&lt;br /&gt;Edges边界&lt;br /&gt;Soften/Harden柔化/硬化&lt;br /&gt;Close Border关闭边界&lt;br /&gt;Merge Tool合并工具&lt;br /&gt;Bevel斜角&lt;br /&gt;Delete and Clean删除和清除&lt;br /&gt;Facets面&lt;br /&gt;Keep Facets Together保留边线&lt;br /&gt;Extrude凸出&lt;br /&gt;Extract破碎&lt;br /&gt;Duplicate复制&lt;br /&gt;Triangulate三角分裂&lt;br /&gt;Quadrangulate四边形合并&lt;br /&gt;Trim Facet Tool面修整工具&lt;br /&gt;Normals法向&lt;br /&gt;Reverse倒转法向&lt;br /&gt;Propagate传播法向&lt;br /&gt;Conform统一法向&lt;br /&gt;Texture质地&lt;br /&gt;Assign Shader to Each Projection指定投影&lt;br /&gt;Planar Mapping平面贴图&lt;br /&gt;Cylindrical Mapping圆柱体贴图&lt;br /&gt;Spherical Mapping球体贴图&lt;br /&gt;Delete Mapping删除贴图&lt;br /&gt;Cut Texture裁剪纹理&lt;br /&gt;Sew Texture斜拉纹理&lt;br /&gt;Unite联合&lt;br /&gt;Separate分离&lt;br /&gt;Smooth光滑&lt;br /&gt;Selection Constraints选定限定工具&lt;br /&gt;Smart Command Settings改变显示属性&lt;br /&gt;Convert Selection转化选定&lt;br /&gt;Uninstall Current Settins解除当前设定 &lt;br /&gt;Animation动画模块 &lt;br /&gt;Keys关键帧&lt;br /&gt;Settings设置关键帧&lt;br /&gt;Auto Key自动设置关键帧&lt;br /&gt;Spline样条曲线式&lt;br /&gt;Linear直线式&lt;br /&gt;Clamped夹具式&lt;br /&gt;Stepped台阶式&lt;br /&gt;Flat平坦式&lt;br /&gt;Other其他形式&lt;br /&gt;Set Driven Key设置驱动关键帧&lt;br /&gt;Set设置&lt;br /&gt;Go To Previous前移&lt;br /&gt;Go To Next后退&lt;br /&gt;Set Key设置帧&lt;br /&gt;Hold Current Keys保留当前帧&lt;br /&gt;Paths路径&lt;br /&gt;Set Path Key设置路径关键帧&lt;br /&gt;Attach to Path指定路径&lt;br /&gt;Flow Path Object物体跟随路径&lt;br /&gt;Skeletons骨骼&lt;br /&gt;Joint Tool关节工具&lt;br /&gt;IK Handle Tool反向动力学句柄工具&lt;br /&gt;IK Spline Handle Tool反向动力学样条曲线句柄工具&lt;br /&gt;Insert Joint Tool添加关节工具&lt;br /&gt;Reroot Skeleton重新设置根关节&lt;br /&gt;Remove Joint去除关节&lt;br /&gt;Disconnect Joint解除连接关节&lt;br /&gt;Connect Joint连接关节&lt;br /&gt;Mirror Joint镜向关节&lt;br /&gt;Set Preferred Angle设置参考角&lt;br /&gt;Assume Preferred Angle&lt;br /&gt;Enable IK Solvers反向动力学解算器有效&lt;br /&gt;EIk Handle Snap反向动力学句柄捕捉有效&lt;br /&gt;ESelected IK Handles反向动力学句柄有效&lt;br /&gt;DSelected IK Handles反向动力学句柄无效&lt;br /&gt;Deformations变形&lt;br /&gt;Edit Menbership Tool编辑成员工具&lt;br /&gt;Prune Membership变形成员&lt;br /&gt;Cluster簇变形&lt;br /&gt;Lattice旋转变形&lt;br /&gt;Sculpt造型变形&lt;br /&gt;Wire网格化变形&lt;br /&gt;Lattice旋转&lt;br /&gt;Sculpt造型&lt;br /&gt;Cluster簇&lt;br /&gt;Point On Curve线点造型&lt;br /&gt;Blend Shape混合变形&lt;br /&gt;Blend Shape Edit混合变形编辑&lt;br /&gt;Add增加&lt;br /&gt;Remove删除&lt;br /&gt;Swap交换&lt;br /&gt;Wire Tool网格化工具&lt;br /&gt;Wire Edit网格编辑&lt;br /&gt;Add增加&lt;br /&gt;Remove删除&lt;br /&gt;Add Holder增加定位曲线&lt;br /&gt;Reset重置&lt;br /&gt;Wire Dropoff Locator网线定位器&lt;br /&gt;Wrinkle Tool褶绉变形工具&lt;br /&gt;Edit Lattice编辑旋转&lt;br /&gt;Reset Lattice重置旋转&lt;br /&gt;Remove Lattice Tweeks恢复旋转&lt;br /&gt;Display I-mediate Objects显示中间物体&lt;br /&gt;Hide Intermediate Objects隐藏中间物体&lt;br /&gt;Skinning皮肤&lt;br /&gt;Bind Skin绑定蒙皮&lt;br /&gt;Detach Skin断开蒙皮&lt;br /&gt;Preserve Skin Groups保持皮肤组&lt;br /&gt;Detach Skeleton分离骨骼&lt;br /&gt;Detach Selected Joints分离选定关节&lt;br /&gt;Reattach Skeleton重新连接骨骼&lt;br /&gt;Reattach Selected Joints重新连接关节&lt;br /&gt;Create Flexor创建屈肌&lt;br /&gt;Reassign Bone Lattice Joint再指定骨头关节&lt;br /&gt;Go to Bind Pose恢复骨头绑定&lt;br /&gt;Point关节&lt;br /&gt;Aim目标&lt;br /&gt;Orient方向&lt;br /&gt;Scale缩放&lt;br /&gt;Geometry几何体&lt;br /&gt;Normal法向 &lt;br /&gt;Rendering &lt;br /&gt;Lighting灯光&lt;br /&gt;Create Ambient Light创建环境光&lt;br /&gt;Create Directional Light创建方向灯&lt;br /&gt;Create Point Light创建点光源&lt;br /&gt;Create Spot Light创建聚光灯&lt;br /&gt;Relationship Panel关系面板&lt;br /&gt;Light Linking Tool灯光链接工具&lt;br /&gt;Shading 阴影&lt;br /&gt;Shading Group Attributes阴影组属性&lt;br /&gt;Create Shading Group创建阴影组&lt;br /&gt;Lambert朗伯材质&lt;br /&gt;Phong Phong材质&lt;br /&gt;Blinn布林材质&lt;br /&gt;Other其他材质&lt;br /&gt;Assign Shading Group指定阴影组&lt;br /&gt;InitialParticleSE初始粒子系统&lt;br /&gt;InitialShadingGroup初始阴影组&lt;br /&gt;Shading Group Tool阴影组工具&lt;br /&gt;Texture Placement Tool纹理位移工具&lt;br /&gt;Render渲染&lt;br /&gt;Render into New Window渲染至新窗口&lt;br /&gt;Redo Previous Render重复上次渲染&lt;br /&gt;Test Resolution测试分辨率&lt;br /&gt;Camera Panel照相机面板&lt;br /&gt;Render Globals一般渲染&lt;br /&gt;Batch Render批渲染&lt;br /&gt;Cancel Batch Render取消批渲染&lt;br /&gt;Show Batch Render显示批渲染 &lt;br /&gt;Dynamics动力学系统 &lt;br /&gt;Settings设置&lt;br /&gt;Initial State初始状态&lt;br /&gt;Set For Current当前设置&lt;br /&gt;Set For All Dynamic设置总体动力学特性&lt;br /&gt;Rigid Body Solver刚体解算器&lt;br /&gt;Dynamics Controller动力学控制器&lt;br /&gt;Particle Collision Events粒子爆炸&lt;br /&gt;Particle Caching粒子缓冲&lt;br /&gt;Run-up and Cache执行缓冲&lt;br /&gt;Cache Current Frame缓冲当前帧&lt;br /&gt;Set Selected Particles设置选定粒子&lt;br /&gt;Dynamics On动力学开&lt;br /&gt;Dynamics Off动力学关&lt;br /&gt;Set All Particles设置所有粒子&lt;br /&gt;Particles All On When Run执行时粒子系统开&lt;br /&gt;Auto Create Rigid Body自动创建刚体&lt;br /&gt;Particles粒子&lt;br /&gt;Particle Tool粒子工具&lt;br /&gt;Create Emitter创建发射器&lt;br /&gt;Add Emitter增加发射器&lt;br /&gt;Add Collisions增加碰撞&lt;br /&gt;Add Goal增加目标&lt;br /&gt;Fields场&lt;br /&gt;Create Air创建空气动力场&lt;br /&gt;Create Drag创建拖动场&lt;br /&gt;Create Gravity创建动力场&lt;br /&gt;Create Newton创建牛顿场&lt;br /&gt;Create Radial创建辐射动力场&lt;br /&gt;Create Turbulence创建震荡场&lt;br /&gt;Create Uniform创建统一场&lt;br /&gt;Create Vortex创建涡流场&lt;br /&gt;Add Air增加空气动力场&lt;br /&gt;Add Newton增加牛顿场&lt;br /&gt;Add Radial增加辐射场&lt;br /&gt;Add Turbulence增加震荡场&lt;br /&gt;Add Uniform增加统一场&lt;br /&gt;Add Vortex增加涡流场&lt;br /&gt;Connect连接&lt;br /&gt;Connect to Field场连接&lt;br /&gt;Connect to Emitter发射器连接&lt;br /&gt;Connect to Collision碰撞连接&lt;br /&gt;Bodies柔体和刚体&lt;br /&gt;Create Active Rigid Body创建正刚体&lt;br /&gt;Create Passive Rigid Body创建负刚体&lt;br /&gt;Create Constraint创建约束物体&lt;br /&gt;Create Soft Body创建柔体&lt;br /&gt;Create Springs创建弹簧&lt;br /&gt;Set Active Key设置正向正&lt;br /&gt;Set Passive Key设置负向正&lt;br /&gt;Help帮助&lt;br /&gt;Product Information产品信息&lt;br /&gt;Help帮助&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-4002718406347834037?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/4002718406347834037/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/maya.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/4002718406347834037'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/4002718406347834037'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/maya.html' title='MAYA_中英對照'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-5778740389737347013</id><published>2009-11-12T19:11:00.001-08:00</published><updated>2009-11-12T19:11:46.230-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><title type='text'>MAYA_obj輸出啟用</title><content type='html'>&lt;a href="http://www.flickr.com/photos/superbtman2/4099866404/" title="Flickr 上 superbtman@kimo.com 的 Maya_009_啟用Obj輸出"&gt;&lt;img src="http://farm3.static.flickr.com/2537/4099866404_cdde0f2606_o.jpg" width="393" height="581" alt="Maya_009_啟用Obj輸出" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-5778740389737347013?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/5778740389737347013/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/flickr-superbtmankimocom-maya009obj.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/5778740389737347013'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/5778740389737347013'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/flickr-superbtmankimocom-maya009obj.html' title='MAYA_obj輸出啟用'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-583461166010871220</id><published>2009-11-10T23:42:00.001-08:00</published><updated>2010-01-26T08:42:34.565-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='link'/><title type='text'>連結儲存2009/11/11</title><content type='html'>&lt;div  class="Section1" style="font-family:arial;"&gt;&lt;ol&gt;&lt;li&gt;&lt;span style="color: rgb(153, 204, 255);font-size:100%;"  lang="EN-US"&gt;&lt;a href="http://forums.cgsociety.org/showthread.php?t=670029"&gt;&lt;span style="color: rgb(153, 204, 255);"&gt;CGTalk - PELENG's Daily Sketchbook: (From CGTalk Daily 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TEL:02-2897-6878 - &lt;/span&gt;&lt;span style="color: rgb(153, 204, 255);" lang="EN-US"&gt;&lt;span lang="EN-US"&gt;搜尋&lt;/span&gt;&lt;/span&gt;&lt;/a&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-583461166010871220?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/583461166010871220/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/blog-post_10.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/583461166010871220'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/583461166010871220'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/blog-post_10.html' title='連結儲存2009/11/11'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-1368466811929682348</id><published>2009-11-10T23:09:00.000-08:00</published><updated>2009-11-11T10:46:40.512-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><category scheme='http://www.blogger.com/atom/ns#' term='ZBrush'/><title type='text'>ZBrush轉Normalmap到3dsmax</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2730/4094241899_c5b3e63f0a_o.jpg" title="Flickr 上 superbtman@kimo.com 的 ZB_002"&gt;&lt;img src="http://farm3.static.flickr.com/2730/4094241899_a7b345a3ba.jpg" alt="ZB_002" height="208" width="500" /&gt;&lt;/a&gt;&lt;br /&gt;ZBrush轉Normalmap到3dsmax的設定。&lt;br /&gt;&lt;a href="http://blog.yam.com/leftben/article/14252330"&gt;用Zbrush製作Normal map的基礎教學〔3ds max + Zbrush〕 - yam天空部落&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-1368466811929682348?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/1368466811929682348/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/zbrushnormalmap3dsmax.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/1368466811929682348'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/1368466811929682348'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/zbrushnormalmap3dsmax.html' title='ZBrush轉Normalmap到3dsmax'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://farm3.static.flickr.com/2730/4094241899_a7b345a3ba_t.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-1428304566115281334</id><published>2009-11-09T20:21:00.000-08:00</published><updated>2009-11-14T00:28:14.855-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><title type='text'>3DS MAX中英對照（全）</title><content type='html'>3DS MAX中英對照（全）&lt;br /&gt;為防以後可能會用到,先存放在這&lt;br /&gt;&lt;a href="http://my3dnote.blogspot.com/2009/11/maya.html"&gt;※附：Maya的中英對照表&lt;/a&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;A&lt;br /&gt;Absolute Mode Transform Type-in絕對坐標方式變換輸入&lt;br /&gt;Absolute/Relative Snap Toggle Mode絕對/相對捕捉開關模式&lt;br /&gt;ACIS Options ACIS選項&lt;br /&gt;Activate活動；激活&lt;br /&gt;Activate All Maps激活所有貼圖&lt;br /&gt;Activate Grid激活柵格；激活網格&lt;br /&gt;Activate Grid Object激活網格對像；激活網格物體&lt;br /&gt;Activate Home Grid激活主柵格；激活主網格&lt;br /&gt;ActiveShade實時渲染視圖；著色；自動著色&lt;br /&gt;ActiveShade(Scanline)著色(掃瞄線)&lt;br /&gt;ActiveShade Floater自動著色面板；交互渲染浮動窗口&lt;br /&gt;ActiveShade Viewport自動著色視圖&lt;br /&gt;Adaptive適配；自動適配；自適應&lt;br /&gt;Adaptive Cubic立方適配&lt;br /&gt;Adaptive Degradation自動降級&lt;br /&gt;Adaptive Degradation Toggle降級顯示開關&lt;br /&gt;Adaptive Linear線性適配&lt;br /&gt;Adaptive Path自適應路徑&lt;br /&gt;Adaptive Path Steps適配路徑步幅；路徑步幅自動適配&lt;br /&gt;Adaptive Perspective Grid Toggle適配透視網格開關&lt;br /&gt;Add as Proxy加為替身&lt;br /&gt;Add Cross Section增加交叉選擇&lt;br /&gt;Adopt the File's Unit Scale採用文件單位尺度&lt;br /&gt;Advanced Surface Approx高級表面近似；高級表面精度控制&lt;br /&gt;Advanced Surface Approximation高級表面近似；高級表面精度控制&lt;br /&gt;Adv. Lighting高級照明&lt;br /&gt;Affect Diffuse Toggle影響漫反射開關&lt;br /&gt;Affect Neighbors影響相鄰&lt;br /&gt;Affect Region影響區域&lt;br /&gt;Affect Region Modifier影響區域編輯器；影響區域修改器&lt;br /&gt;Affect Specular Toggle影響鏡面反射開關&lt;br /&gt;AI Export輸出Adobe Illustrator(＊.AI)文件&lt;br /&gt;AI Import輸入Adobe Illustrator(＊.AI)文件&lt;br /&gt;Align對齊&lt;br /&gt;Align Camera對齊攝像機&lt;br /&gt;Align Grid to View對齊網格到視圖&lt;br /&gt;Align Normals對齊法線&lt;br /&gt;Align Orientation對齊方向&lt;br /&gt;Align Position對齊位置(相對當前坐標系)&lt;br /&gt;Align Selection對齊選擇&lt;br /&gt;Align to Cursor對齊到指針&lt;br /&gt;Allow Dual Plane Support允許雙面支持&lt;br /&gt;All Class ID全部類別&lt;br /&gt;All Commands所有命令&lt;br /&gt;All Edge Midpoints全部邊界中點；所有邊界中心&lt;br /&gt;All Face Centers全部三角面中心；所有面中心&lt;br /&gt;All Faces所有面&lt;br /&gt;All Keys全部關鍵幀&lt;br /&gt;All Tangents全部切線&lt;br /&gt;All Transform Keys全部變換關鍵幀&lt;br /&gt;Along Edges沿邊緣&lt;br /&gt;Along Vertex Normals沿頂點法線&lt;br /&gt;Along Visible Edges沿可見的邊&lt;br /&gt;Alphabetical按字母順序&lt;br /&gt;Always總是&lt;br /&gt;Ambient陰影色；環境反射光&lt;br /&gt;Ambient Only只是環境光；陰影區&lt;br /&gt;Ambient Only Toggle只是環境光標記&lt;br /&gt;American Elm美國榆樹&lt;br /&gt;Amount數量&lt;br /&gt;Amplitude振幅；幅度&lt;br /&gt;Analyze World分析世界&lt;br /&gt;Anchor錨&lt;br /&gt;Angle角度;角度值&lt;br /&gt;Angle Snap Toggle角度捕捉開關&lt;br /&gt;Animate動畫&lt;br /&gt;Animated動畫&lt;br /&gt;Animated Camera/Light Settings攝像機/燈光動畫設置&lt;br /&gt;Animated Mesh動畫網格&lt;br /&gt;Animated Object動畫物體&lt;br /&gt;Animated Objects運動物體；動畫物體；動畫對像&lt;br /&gt;Animated Tracks動畫軌跡&lt;br /&gt;Animated Tracks Only僅動畫軌跡&lt;br /&gt;Animation動畫&lt;br /&gt;Animation Mode Toggle動畫模式開關&lt;br /&gt;Animation Offset動畫偏移&lt;br /&gt;Animation Offset Keying動畫偏移關鍵幀&lt;br /&gt;Animation Tools動畫工具&lt;br /&gt;Appearance Preferences外觀選項&lt;br /&gt;Apply Atmospherics指定大氣&lt;br /&gt;Apply-Ease Curve指定減緩曲線&lt;br /&gt;Apply Inverse Kinematics指定反向運動&lt;br /&gt;Apply Mapping指定貼圖坐標&lt;br /&gt;Apply-Multiplier Curve指定增強曲線&lt;br /&gt;Apply To指定到；應用到&lt;br /&gt;Apply to All Duplicates指定到全部復本&lt;br /&gt;Arc弧；圓弧&lt;br /&gt;Arc Rotate弧形旋轉；旋轉視圖；圓形旋轉&lt;br /&gt;Arc Rotate Selected弧形旋轉於所有物體；圓形旋轉選擇物；選擇對象的中心旋轉視圖&lt;br /&gt;Arc Rotate SubObject弧形旋轉於次物體；選擇次對象的中心旋轉視圖&lt;br /&gt;Arc Shape&lt;br /&gt;Arc Subdivision弧細分；圓弧細分&lt;br /&gt;Archive文件歸檔&lt;br /&gt;Area區域&lt;br /&gt;Array陣列&lt;br /&gt;Array Dimensions陣列尺寸；陣列維數&lt;br /&gt;Array Transformation陣列變換&lt;br /&gt;ASCII Export輸出ASCII文件&lt;br /&gt;Aspect Ratio縱橫比&lt;br /&gt;Asset Browser資源瀏覽器&lt;br /&gt;Assign指定&lt;br /&gt;Assign Controller分配控制器&lt;br /&gt;Assign Float Controller分配浮動控制器&lt;br /&gt;Assign Position Controller賦予控制器&lt;br /&gt;Assign Random Colors隨機指定顏色&lt;br /&gt;Assigned Controllers指定控制器&lt;br /&gt;At All Vertices在所有的頂點上&lt;br /&gt;At Distinct Points在特殊的點上&lt;br /&gt;At Face Centers 在面的中心&lt;br /&gt;At Point在點上&lt;br /&gt;Atmosphere氛圍；大氣層；大氣，空氣；環境&lt;br /&gt;Atmospheres氛圍&lt;br /&gt;Attach連接；結合；附加&lt;br /&gt;Attach Modifier結合修改器&lt;br /&gt;Attach Multiple多項結合控制；多重連接&lt;br /&gt;Attach To連接到&lt;br /&gt;Attach To RigidBody Modifier連接到剛性體編輯器&lt;br /&gt;Attachment連接；附件&lt;br /&gt;Attachment Constraint連接約束&lt;br /&gt;Attenuation衰減&lt;br /&gt;AudioClip音頻剪切板&lt;br /&gt;AudioFloat浮動音頻&lt;br /&gt;Audio Position Controller音頻位置控制器&lt;br /&gt;AudioPosition音頻位置&lt;br /&gt;Audio Rotation Controller音頻旋轉控制器&lt;br /&gt;AudioRotation音頻旋轉&lt;br /&gt;Audio Scale Controller音頻縮放控制器&lt;br /&gt;AudioScale音頻縮放；聲音縮放&lt;br /&gt;Auto自動&lt;br /&gt;Auto Align Curve Starts自動對齊曲線起始節點&lt;br /&gt;Auto Arrange自動排列&lt;br /&gt;Auto Arrange Graph Nodes自動排列節點&lt;br /&gt;Auto Expand自動擴展&lt;br /&gt;Auto Expand Base Objects自動擴展基本物體&lt;br /&gt;Auto Expand Children自動擴展子級&lt;br /&gt;Auto Expand Materials自動擴展材質&lt;br /&gt;Auto Expand Modifiers自動擴展修改器&lt;br /&gt;Auto Expand Selected Only自動擴展僅選擇的&lt;br /&gt;Auto Expand Transforms自動擴展變換&lt;br /&gt;Auto Expand XYZ Components自動擴展坐標組成&lt;br /&gt;Auto Key自動關鍵幀&lt;br /&gt;Auto-Rename Merged Material自動重命名合併材質&lt;br /&gt;Auto Scroll自動滾屏&lt;br /&gt;Auto Select自動選擇&lt;br /&gt;Auto Select Animated自動選擇動畫&lt;br /&gt;Auto Select Position自動選擇位置&lt;br /&gt;Auto Select Rotation自動選擇旋轉&lt;br /&gt;Auto Select Scale自動選擇縮放&lt;br /&gt;Auto Select XYZ Components自動選擇坐標組成&lt;br /&gt;Auto-Smooth自動光滑&lt;br /&gt;AutoGrid自動網格；自動柵格&lt;br /&gt;AutoKey Mode Toggle自動關鍵幀模式開關&lt;br /&gt;Automatic自動&lt;br /&gt;Automatic Coarseness自動粗糙&lt;br /&gt;Automatic Intensity Calculation自動亮度計算&lt;br /&gt;Automatic Reinitialization自動重新載入&lt;br /&gt;Automatic Reparam.自動重新參數化&lt;br /&gt;Automatic Reparamerization自動重新參數化&lt;br /&gt;Automatic Update自動更新&lt;br /&gt;Axis軸；軸向；坐標軸&lt;br /&gt;Axis Constraints軸向約束&lt;br /&gt;Axis Scaling軸向比率&lt;br /&gt;smzsx1 2006-11-8 19:16&lt;br /&gt;B&lt;br /&gt;Back後視圖&lt;br /&gt;Back Length後面長度&lt;br /&gt;Back Segs後面片段數&lt;br /&gt;Back View背視圖&lt;br /&gt;Back Width後面寬度&lt;br /&gt;Backface Cull背面忽略顯示；背面除去；背景揀出&lt;br /&gt;Backface Cull Toggle背景揀出開關&lt;br /&gt;Background背景&lt;br /&gt;Background Display Toggle背景顯示開關&lt;br /&gt;Background Image背景圖像&lt;br /&gt;Background Lock Toggle背景鎖定開關&lt;br /&gt;Background Texture Size背景紋理尺寸；背景紋理大小&lt;br /&gt;Backgrounds背景&lt;br /&gt;Backside ID內表面材質號&lt;br /&gt;Backup Time One Unit每單位備份時間&lt;br /&gt;Banking傾斜&lt;br /&gt;Banyan榕樹&lt;br /&gt;Banyan tree榕樹&lt;br /&gt;Base基本；基部；基點；基本色；基色&lt;br /&gt;Base/Apex基點&lt;br /&gt;Base Color基準顏色；基本顏色&lt;br /&gt;Base Colors基準顏色&lt;br /&gt;Base Curve基本曲線&lt;br /&gt;Base Elev基準海拔；基本海拔&lt;br /&gt;Base Objects導入基於對象的參數，例如半徑、高度和線段的數目；基本物體&lt;br /&gt;Base Scale基本比率&lt;br /&gt;Base Surface基本表面；基礎表面&lt;br /&gt;Base To Pivot中心點在底部&lt;br /&gt;Bevel Profile輪廓倒角&lt;br /&gt;Bevel Profile Modifier輪廓倒角編輯器；輪廓倒角修改器&lt;br /&gt;Bezier貝塞爾曲線&lt;br /&gt;Bezier Color貝塞爾顏色&lt;br /&gt;Bezier-Corner拐角貝茲點&lt;br /&gt;Bezier Float貝塞爾浮動&lt;br /&gt;Bezier Lines貝塞爾曲線&lt;br /&gt;Bezier or Euler Controller貝塞爾或離合控制器&lt;br /&gt;Bezier Position貝塞爾位置&lt;br /&gt;Bezier Position Controller貝塞爾位置控制器&lt;br /&gt;Bezier Scale貝塞爾比例；貝茲縮放&lt;br /&gt;Bezier Scale Controller貝塞爾縮放控制器&lt;br /&gt;Bezier-Smooth光滑貝茲點&lt;br /&gt;Billboard廣告牌&lt;br /&gt;Biped步跡；兩足&lt;br /&gt;Birth誕生；生產&lt;br /&gt;Birth Rate再生速度&lt;br /&gt;Blast爆炸&lt;br /&gt;Blend混合；混合材質；混合度；融合；顏色混合；調配&lt;br /&gt;Blend Curve融合曲線&lt;br /&gt;Blend Surface融合曲面&lt;br /&gt;Blend to Color Above融合到顏色上層；與上面的顏色混合&lt;br /&gt;Blizzard暴風雪&lt;br /&gt;Blizzard Particle System暴風雪粒子系統&lt;br /&gt;Blowup渲染指定區域(必須保持當前視圖的長寬比)；區域放大&lt;br /&gt;Blue Spruce藍色雲杉&lt;br /&gt;Blur模糊&lt;br /&gt;Body主體；身體；壺身&lt;br /&gt;Body Horizontal身體水平&lt;br /&gt;Body Rotation身體旋轉&lt;br /&gt;Body Vertical身體垂直&lt;br /&gt;Bomb爆炸&lt;br /&gt;Bomb Space Warp爆炸空間變形&lt;br /&gt;Bone骨骼&lt;br /&gt;Bone Object骨骼物體；骨骼對像&lt;br /&gt;Bone Objects骨骼物體；骨骼對像&lt;br /&gt;Bone Options骨骼選項&lt;br /&gt;Bone Tools骨骼工具&lt;br /&gt;Bones骨骼&lt;br /&gt;Bones/Biped骨骼/步跡&lt;br /&gt;Bones IK Chain骨骼IK鏈&lt;br /&gt;Bones Objects骨骼物體&lt;br /&gt;Boolean布爾運算&lt;br /&gt;Boolean Compound Object布爾合成物體&lt;br /&gt;Boolean Controller布爾運算控制器&lt;br /&gt;Both二者；全部&lt;br /&gt;Bottom底；底部；底部綁定物；底視圖&lt;br /&gt;Bottom View底視圖&lt;br /&gt;Bounce彈力；反彈；反彈力&lt;br /&gt;Bound to Object Pivots綁定到物體軸心&lt;br /&gt;Bounding Box邊界盒&lt;br /&gt;Box方體&lt;br /&gt;Box Emitter立方體發射器&lt;br /&gt;Box Gizmo方體線框&lt;br /&gt;Box Gizmo(Atmospheres)方體線框(氛圍)&lt;br /&gt;Box Mode Selected被選擇的物體模式&lt;br /&gt;Box Mode Selected Toggle被選擇的物體模式開關&lt;br /&gt;Box Selected按選擇對象的邊界盒渲染；物體長寬比&lt;br /&gt;BoxGizmo立方體框；方體線框&lt;br /&gt;Break Both行列打斷&lt;br /&gt;Break Col列打斷&lt;br /&gt;Break Row行打斷&lt;br /&gt;Bridge過渡&lt;br /&gt;Bright亮度&lt;br /&gt;Brightness亮度&lt;br /&gt;Bring Selection In加入選擇；加入選擇集&lt;br /&gt;Bubble膨脹；改變截面曲線的形狀；氣泡；浮起&lt;br /&gt;Bubble Motion泡沫運動；氣泡運動&lt;br /&gt;Bubbles氣泡；泡沫；改變截面曲線的形狀；膨脹&lt;br /&gt;Build Only At Render Time僅在渲染時建立&lt;br /&gt;By Material Within Layer按層中的材質&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;C&lt;br /&gt;Calc Intervals Per Frame計算間隔幀；計算每幀間隔&lt;br /&gt;Camera攝像機視圖；鏡頭點；攝像機；相&lt;br /&gt;Camera Point攝像機配合點&lt;br /&gt;Camera Point Object攝像機配合點物體&lt;br /&gt;CamPoint相機配合點&lt;br /&gt;Cancel Align取消對齊&lt;br /&gt;Cap封蓋；封頂；蓋子&lt;br /&gt;Cap Closed Entities封閉實體&lt;br /&gt;Cap End封底&lt;br /&gt;Cap Height頂面高度；頂蓋高度&lt;br /&gt;Cap Holes封閉孔洞&lt;br /&gt;Cap Holes Modifier&lt;br /&gt;Cap Segments端面片段數&lt;br /&gt;Cap Start始端加蓋；封閉起端&lt;br /&gt;Cap Surface封蓋曲面&lt;br /&gt;Capping頂蓋&lt;br /&gt;Capsule囊體；膠囊；膠囊體&lt;br /&gt;Capsule Object膠囊體；囊體&lt;br /&gt;Case Sensitive區分大小寫&lt;br /&gt;Cast Shadows投射陰影&lt;br /&gt;Center Point Cycle中心點循環&lt;br /&gt;Center&amp;Sides中心和邊&lt;br /&gt;Centered,Specify Spacing居中，指定間距&lt;br /&gt;Centimeters厘米&lt;br /&gt;C-Ext C型物體；C型延伸體；C型牆&lt;br /&gt;C-Extrusion Object C型物體；C型延伸體；C型牆&lt;br /&gt;Chamfer倒角；切角&lt;br /&gt;Chamfer Curve曲線倒角；切角曲線&lt;br /&gt;Chamfer Cylinder倒角圓柱體&lt;br /&gt;Chamfer Cylinder Object倒角圓柱體&lt;br /&gt;Chamfer Edge倒角邊緣&lt;br /&gt;Chamfer Vertex倒角頂點&lt;br /&gt;ChamferBox倒角長方體；倒角方體；倒角立方體&lt;br /&gt;ChamferBox Object倒角長方體；倒角方體；倒角立方體&lt;br /&gt;ChamferCyl倒角圓柱體；倒角柱體&lt;br /&gt;Change改變&lt;br /&gt;Change Graphics Mode改變圖形模式&lt;br /&gt;Change Leg State&lt;br /&gt;Change Light Color改變燈光顏色&lt;br /&gt;Change to Back Viewport改變到後視圖&lt;br /&gt;Change to Bottom Viewport改變到底視圖&lt;br /&gt;Change to Camera Viewport改變到攝像機視圖&lt;br /&gt;Change to Front View改變到前視圖&lt;br /&gt;Change to Grid View改變到柵格視圖&lt;br /&gt;Change to Isometric User View改變到用戶軸測視圖&lt;br /&gt;Change to Left View改變到左視圖&lt;br /&gt;Change to Perspective User View改變到用戶透視視圖&lt;br /&gt;Change to Right View改變到右視圖&lt;br /&gt;Change to Shape Viewport改變到二維視圖&lt;br /&gt;Change to Spot/Directional Light View改變到目標聚光燈/平行光視圖&lt;br /&gt;Change to Top View改變到頂視圖&lt;br /&gt;Change to Track View改變到軌跡視圖&lt;br /&gt;Channel通道&lt;br /&gt;Chaos混亂；混亂度&lt;br /&gt;Character角色&lt;br /&gt;Character Structures角色結構&lt;br /&gt;Child孩子&lt;br /&gt;Children子級&lt;br /&gt;Chop切除；切劈&lt;br /&gt;Chord Length弦長；弦長度&lt;br /&gt;Circle圓；圓形；圓形區域&lt;br /&gt;Circle Shape圓形&lt;br /&gt;Circular Region圓形區域&lt;br /&gt;Circular Selection Region圓形選擇區域&lt;br /&gt;Clear清除&lt;br /&gt;Clear All清除全部；清除所有的捕捉設置&lt;br /&gt;Clear All Smoothing Groups清除全部光滑組&lt;br /&gt;Clear Selection清除選擇&lt;br /&gt;Clear Set Key Mode Buffer&lt;br /&gt;Clear Surface Level清除表面級&lt;br /&gt;Click and drag to begin creation process單擊並拖動，開始創作&lt;br /&gt;Clone複製；克隆&lt;br /&gt;Clone Method克隆方式；複製方法&lt;br /&gt;Close Cols.閉合列&lt;br /&gt;Close Loft閉合放樣&lt;br /&gt;Close Rows閉合行&lt;br /&gt;Cloth布；布料&lt;br /&gt;Cloth Collection採集布料&lt;br /&gt;Cloth Modifier布料編輯器；布料修改器&lt;br /&gt;Cloud雲&lt;br /&gt;Col列&lt;br /&gt;Collapse坍塌；塌陷&lt;br /&gt;Collapse All全部坍塌；全部折疊&lt;br /&gt;Collapse Controller坍塌控制器&lt;br /&gt;Collapse Stack坍塌堆棧&lt;br /&gt;Collapse To坍塌到；折疊到&lt;br /&gt;Color顏色&lt;br /&gt;Color by Elevation根據海拔指定顏色；以標高分色&lt;br /&gt;Color RGB顏色RGB&lt;br /&gt;Color Zone色帶&lt;br /&gt;Combine合併；聯合&lt;br /&gt;Combos復合；過濾器組合&lt;br /&gt;Combustion燃燒；合併&lt;br /&gt;Comet彗星&lt;br /&gt;Command Panel命令面板&lt;br /&gt;Common Hose Parameters軟管共同參數&lt;br /&gt;Compare比較&lt;br /&gt;Compass指南針；指針&lt;br /&gt;Compass Object指針物體&lt;br /&gt;Completely replace current scene完全替換當前場景&lt;br /&gt;Component組成&lt;br /&gt;Composite合成；復合材質；合成貼圖；復合&lt;br /&gt;Compound Object合成物體&lt;br /&gt;Compound Objects合成物體&lt;br /&gt;Cone錐體&lt;br /&gt;Cone Angle錐體角度&lt;br /&gt;Cone Object錐體&lt;br /&gt;Configure設置；配置&lt;br /&gt;Configure Driver設置驅動&lt;br /&gt;Configure OpenGL配置OpenGL顯示驅動&lt;br /&gt;Configure Paths設置路徑&lt;br /&gt;Conform包裹&lt;br /&gt;Conform Compound Object包裹合成物體&lt;br /&gt;Conform Space Warp包裹空間扭曲&lt;br /&gt;Connect連接&lt;br /&gt;Connect Compound Object連接包裹合成物體&lt;br /&gt;Connect Edge連接邊界&lt;br /&gt;Connect Vertex連接頂點&lt;br /&gt;Constant晶體；定常；連續的；連續性；恆定；常量；圓片&lt;br /&gt;Constant Cross-Section截面恆定&lt;br /&gt;Constant Key Reduction Filtering減少過濾時關鍵幀不變&lt;br /&gt;Constant Velocity勻速&lt;br /&gt;Constrain to X約束到X軸&lt;br /&gt;Constrain to XY約束到XY軸&lt;br /&gt;Constrain to Y約束到Y軸&lt;br /&gt;Constrain to Z約束到Z軸&lt;br /&gt;Constrained Motion約束運動&lt;br /&gt;Constraint約束&lt;br /&gt;Constraints約束&lt;br /&gt;Context前後關係；關聯菜單&lt;br /&gt;Contour輪廓&lt;br /&gt;Contours輪廓&lt;br /&gt;Contrast對比度&lt;br /&gt;Controller控制器；選擇用於控制鏈接對象的關聯複製類型&lt;br /&gt;Controller Defaults默認控制器&lt;br /&gt;Controller Defaults Dialog默認控制器對話框&lt;br /&gt;Controller Output控制器輸出&lt;br /&gt;Controller Properties控制器屬性&lt;br /&gt;Controller Range控制器範圍&lt;br /&gt;Controller Range Editor控制器範圍編輯器&lt;br /&gt;Controller Types控制器類型&lt;br /&gt;Controllers控制器&lt;br /&gt;Convert blocks to groups轉化塊為群組&lt;br /&gt;Convert Curve轉換曲線&lt;br /&gt;Convert Curve On Surface在曲面上轉換曲線&lt;br /&gt;Convert Groups To轉化群組到&lt;br /&gt;Convert Instances to Blocks轉化關聯屬性為塊&lt;br /&gt;Convert Selected轉換選擇；轉換當前選擇&lt;br /&gt;Convert Surface轉換曲面&lt;br /&gt;Convert To轉換到&lt;br /&gt;Convert to Edge轉換到邊&lt;br /&gt;Convert to Editable Mesh轉換到可編輯網格&lt;br /&gt;Convert to Editable Patch轉換到可編輯面片&lt;br /&gt;Convert to Editable Polygon轉換到可編輯多邊形&lt;br /&gt;Convert to Editable Spline轉換到可編輯曲線&lt;br /&gt;Convert to Face轉換到面&lt;br /&gt;Convert to NURBS Surface轉換到NURBS曲面&lt;br /&gt;Convert To Patch Modifier轉換到面片修改器&lt;br /&gt;Convert to single objects轉化到單一物體&lt;br /&gt;Convert to Toolbar轉化到工具行；轉換為工具條&lt;br /&gt;Convert to Vertex轉換到頂點&lt;br /&gt;Convert units轉換單位&lt;br /&gt;Cookie Cutter切割；餅切&lt;br /&gt;Copies複製數目&lt;br /&gt;Copy複製&lt;br /&gt;Copy Envelope複製封皮&lt;br /&gt;Copy Normal複製法線&lt;br /&gt;Corner拐角點&lt;br /&gt;Count數量&lt;br /&gt;Crawl Time爬行時間；蠕動時間；變動時間&lt;br /&gt;Create a Character創建角色&lt;br /&gt;Create a Key for all Transforms為所有變換創建關鍵幀&lt;br /&gt;Create a Multicurve Trimmed Surface創建多重修剪表面；創建多重修剪曲面&lt;br /&gt;Create a Multisided Blend Surface創建多邊的融合表面；創建多邊的融合曲面&lt;br /&gt;Create a Position Key創建位置關鍵幀&lt;br /&gt;Create a Position Key on X創建X軸位置關鍵幀&lt;br /&gt;Create a Position Key on Y創建Y軸位置關鍵幀&lt;br /&gt;Create a Position Key on Z創建Z軸位置關鍵幀&lt;br /&gt;Create a Rotation Key創建旋轉關鍵幀&lt;br /&gt;Create a Rotation Key on X創建X軸的旋轉關鍵幀&lt;br /&gt;Create a Rotation Key on Y創建Y軸的旋轉關鍵幀&lt;br /&gt;Create a Rotation Key on Z創建Z軸的旋轉關鍵幀&lt;br /&gt;Create a Scale Key創建放縮關鍵幀&lt;br /&gt;Create a Scale Key on X創建X軸的放縮關鍵幀&lt;br /&gt;Create a Scale Key on Y創建Y軸的放縮關鍵幀&lt;br /&gt;Create a Scale Key on Z創建Z軸的放縮關鍵幀&lt;br /&gt;Create Blend Curve創建融合曲線&lt;br /&gt;Create Blend Surface創建融合表面；創建融合曲面&lt;br /&gt;Create Bones System創建骨骼系統&lt;br /&gt;Create Cap Surface創建加頂表面；創建加頂曲面&lt;br /&gt;Create Chamfer Curve創建倒直角曲線&lt;br /&gt;Create Combination創建組合&lt;br /&gt;Create Command Mode創建命令模式&lt;br /&gt;Create Curves創建曲線&lt;br /&gt;Create Curve-Curve創建曲線-曲線&lt;br /&gt;Create Curve Point創建曲線點&lt;br /&gt;Create CV Curve創建可控曲線；創建控制點曲線&lt;br /&gt;Create CV Curve on Surface創建表面CV曲線；創建表面可控曲線&lt;br /&gt;Create CV Surface創建CV表面；創建可控曲面&lt;br /&gt;Create Defaults創建默認；創建默認值&lt;br /&gt;Create Edge創建邊&lt;br /&gt;Create Explicit Key Position X創建X軸的位置直接關鍵幀&lt;br /&gt;Create Explicit Key Position Y創建Y軸的位置直接關鍵幀&lt;br /&gt;Create Explicit Key Position Z創建Z軸的位置直接關鍵幀&lt;br /&gt;Create Explicit Key Rotation X創建X軸的旋轉直接關鍵幀&lt;br /&gt;Create Explicit Key Rotation Y創建Y軸的旋轉直接關鍵幀&lt;br /&gt;Create Explicit Key Rotation Z創建Z軸的旋轉直接關鍵幀&lt;br /&gt;Create Explicit Key Scale X創建X軸的放縮直接關鍵幀&lt;br /&gt;Create Explicit Key Scale Y創建Y軸的放縮直接關鍵幀&lt;br /&gt;Create Explicit Key Scale Z創建Z軸的放縮直接關鍵幀&lt;br /&gt;Create Exposure Control創建曝光控制&lt;br /&gt;Create Extrude Surface創建拉伸表面；創建拉伸曲面&lt;br /&gt;Create Faces(Mesh)創建面數(網格)&lt;br /&gt;Create Fillet Curve創建倒圓角曲線&lt;br /&gt;Create Fillet Surface創建倒圓角表面；創建倒圓角曲面&lt;br /&gt;Create Fit Curve創建擬合曲線&lt;br /&gt;Create Key創建關鍵幀&lt;br /&gt;Create Lathe Surface創建旋轉表面；創建旋轉曲面&lt;br /&gt;Create Line創建線&lt;br /&gt;Create Mirror Curve創建鏡像曲線&lt;br /&gt;Create Mirror Surface創建鏡像表面；創建鏡像曲面&lt;br /&gt;Create Mode創建方式&lt;br /&gt;Create Morph Key創建變形關鍵幀&lt;br /&gt;Create New Set創建新集合&lt;br /&gt;Create Normal Projected Curve創建法線投影曲線&lt;br /&gt;Create Offset Curve創建偏移曲線&lt;br /&gt;Create Offset Point創建偏移點&lt;br /&gt;Create Offset Surface創建偏移表面；創建偏移曲面&lt;br /&gt;Create Out of Range Keys創建範圍外幀&lt;br /&gt;Create Parameters創建參數&lt;br /&gt;Create Point創建軸點&lt;br /&gt;Create Points創建點&lt;br /&gt;Create Point Curve創建點曲線&lt;br /&gt;Create Point Curve on Surface創建表面點曲線&lt;br /&gt;Create Point Surface創建點表面；創建點曲面&lt;br /&gt;Create Polygon創建多邊形&lt;br /&gt;Create Polygons創建多邊形&lt;br /&gt;Create Position Lock Key創建位置鎖定時間&lt;br /&gt;Create Primitives創建幾何體&lt;br /&gt;Create Rotation Lock Key創建旋轉鎖定時間&lt;br /&gt;Create Ruled Surface創建規則表面；創建規則曲面&lt;br /&gt;Create Shape創建截面&lt;br /&gt;Create Shape from Edges由邊創建圖形&lt;br /&gt;Create Surfaces創建曲面&lt;br /&gt;Create Surface-Curve Point創建表面-曲線點&lt;br /&gt;Create Surface Edge Curve創建表面邊界曲線&lt;br /&gt;Create Surface Offset Curve創建表面偏移曲線&lt;br /&gt;Create Surface-Surface Intersection Curve創建表面與表面的相交曲線&lt;br /&gt;Create Surf Point創建麵點&lt;br /&gt;Create Transform Curve創建變形曲線&lt;br /&gt;Create Transform Surface創建變換表面；創建變換曲面&lt;br /&gt;Create U Iso Curve創建U Iso曲線&lt;br /&gt;Create U Loft Surface創建U放樣表面；創建U放樣曲面&lt;br /&gt;Create UV Loft Surface創建UV放樣表面；創建UV放樣曲面&lt;br /&gt;Create Vertex創建頂點&lt;br /&gt;Create Vertices創建頂點數&lt;br /&gt;Create Vector Projected Curve創建矢量投影曲線&lt;br /&gt;Create V Iso Curve創建V Iso曲線&lt;br /&gt;Create 1-Rail Sweep創建1-圍欄&lt;br /&gt;Create 2-Rail Sweep創建2-圍欄&lt;br /&gt;Creation Method創建方式&lt;br /&gt;Creation Time創建時間&lt;br /&gt;Crop切割區域；渲染指定的區域，圖像大小為指定區域的大小&lt;br /&gt;Crop Selected切割選擇；按選擇對象的邊界盒定義的區域渲染，圖像大小為指定區域的大小&lt;br /&gt;Cross相交&lt;br /&gt;Cross Section交叉斷面；截面；相交截面；截面參數&lt;br /&gt;Crossing橫跨&lt;br /&gt;Crossing Selection橫跨選擇&lt;br /&gt;CrossSection交差截面；截面&lt;br /&gt;CrossSection Modifier交差截面修改器&lt;br /&gt;Crowd群體；群集&lt;br /&gt;Cube正方體；立方體&lt;br /&gt;Cube/Octa立方體/八面體&lt;br /&gt;Cubic立方&lt;br /&gt;Current當前；當前的&lt;br /&gt;Current Class ID Filter當前過濾類別&lt;br /&gt;Current Combinations當前組合&lt;br /&gt;Current Nodes當前節點&lt;br /&gt;Current Object當前物體&lt;br /&gt;Current Objects當前物體&lt;br /&gt;Current Targets當前目標&lt;br /&gt;Current Time當前時間&lt;br /&gt;Current Transform當前變換&lt;br /&gt;Curvature曲率&lt;br /&gt;Curve曲率；曲線；當前&lt;br /&gt;Curve Approximation曲線精度控制；曲線近似；曲線逼近&lt;br /&gt;Curve Common普通曲線&lt;br /&gt;Curve-Curve曲線對曲線&lt;br /&gt;Curve-Curve Intersection Point曲線對曲線求交點&lt;br /&gt;Curve Editor動畫曲線編輯器；運動曲線編輯器&lt;br /&gt;Curve Editor(Open)運動曲線編輯器(打開)&lt;br /&gt;Curve Fit曲線適配&lt;br /&gt;Curve Point曲線點；曲線對點&lt;br /&gt;Curve Properties曲線屬性&lt;br /&gt;Curves曲線&lt;br /&gt;Curves Selected被選擇的曲線&lt;br /&gt;Custom自定義&lt;br /&gt;Custom Attributes自定義屬性；定制屬性&lt;br /&gt;Custom Bounding Box自定義綁定物體；自定義邊界盒&lt;br /&gt;Custom Colors定制顏色&lt;br /&gt;Custom Icons自定義圖標&lt;br /&gt;Customize自定義&lt;br /&gt;Customize Toolbars自定義工具條&lt;br /&gt;Customize User Interface自定義用戶界面&lt;br /&gt;Cut剪切&lt;br /&gt;Cut Edge剪切邊&lt;br /&gt;Cut Faces剪切面數&lt;br /&gt;Cut Polygons剪切多邊形&lt;br /&gt;CV Curve可控曲線&lt;br /&gt;CV Curve on Surface曲面上創建可控曲線；曲面上的可控曲線&lt;br /&gt;CV on Surf曲面CV&lt;br /&gt;CV Surf可控曲面&lt;br /&gt;CV Surface可控曲面&lt;br /&gt;CV Surface Object可控曲面物體&lt;br /&gt;CVs Selected被選擇的可控節點&lt;br /&gt;Cycle循環&lt;br /&gt;Cycle Selection Method循環選擇方法&lt;br /&gt;Cycle Subobject Level循環子物體級別&lt;br /&gt;Cycle Through Scale Modes通過放縮方式循環&lt;br /&gt;Cycle Vertices循環節點&lt;br /&gt;Cycles週期；圈；圈數&lt;br /&gt;Cyclic Growth循環增長；循環生長；週期增長&lt;br /&gt;CylGizmo柱體線框；柱體框&lt;br /&gt;Cylinder圓柱體&lt;br /&gt;Cylinder Emitter柱體發射器&lt;br /&gt;Cylinder Gizmo柱體線框&lt;br /&gt;Cylinder Object圓柱體&lt;br /&gt;&lt;br /&gt;[[i] 本帖最後由 smzsx1 於 2006-11-8 19:23 編輯 [/i]]&lt;br /&gt;smzsx1 2006-11-8 19:17&lt;br /&gt;D&lt;br /&gt;Damper減振器；阻尼器&lt;br /&gt;Damper Dynamics Objects阻尼器動力學物體&lt;br /&gt;Dashpot System&lt;br /&gt;Day日&lt;br /&gt;Daylight日光&lt;br /&gt;Deactivate All Maps關閉全部貼圖；取消激活所有視圖&lt;br /&gt;Decay衰減&lt;br /&gt;Decimals位數&lt;br /&gt;Default缺省；缺省值；默認；默認值&lt;br /&gt;Default Lighting Toggle默認照明開關&lt;br /&gt;Default Projection Distance默認的投影距離&lt;br /&gt;Default Viewport Quad&lt;br /&gt;Define定義&lt;br /&gt;Define Stroke定義筆觸&lt;br /&gt;Deflector導向板&lt;br /&gt;Deflector Space Warp導向板空間變形&lt;br /&gt;Deflectors導向板&lt;br /&gt;Deform變形&lt;br /&gt;Deformation變形&lt;br /&gt;Deformations變形&lt;br /&gt;Deforming Mesh Collection&lt;br /&gt;Deg度&lt;br /&gt;Degradation退化，降[減]低，減少，降格[級]，老[軟]化&lt;br /&gt;degree角度；度數&lt;br /&gt;degrees度；角度&lt;br /&gt;Delaunay德勞內類型&lt;br /&gt;Delegate代表&lt;br /&gt;Delete刪除&lt;br /&gt;Delete a Position Key on X在X軸刪除位置關鍵幀&lt;br /&gt;Delete a Position Key on Y在Y軸刪除位置關鍵幀&lt;br /&gt;Delete a Position Key on Z在Z軸刪除位置關鍵幀&lt;br /&gt;Delete a Rotation Key on X在X軸刪除旋轉關鍵幀&lt;br /&gt;Delete a Rotation Key on Y在Y軸刪除旋轉關鍵幀&lt;br /&gt;Delete a Rotation Key on Z在Z軸刪除旋轉關鍵幀&lt;br /&gt;Delete a Scale Key on X在X軸刪除放縮關鍵幀&lt;br /&gt;Delete a Scale Key on Y在Y軸刪除放縮關鍵幀&lt;br /&gt;Delete a Scale Key on Z在Z軸刪除放縮關鍵幀&lt;br /&gt;Delete All全部刪除&lt;br /&gt;Delete All Position Keys刪除全部位置關鍵幀&lt;br /&gt;Delete All Rotation Keys刪除全部旋轉關鍵幀&lt;br /&gt;Delete All Scale Keys刪除全部放縮關鍵幀&lt;br /&gt;Delete Both刪除行列&lt;br /&gt;Delete Button刪除按鈕&lt;br /&gt;Delete Col.刪除列&lt;br /&gt;Delete Curve刪除曲線&lt;br /&gt;Delete Key刪除關鍵幀&lt;br /&gt;Delete Mesh Modifier刪除網格修改器&lt;br /&gt;Delete Morph Target刪除變形目標&lt;br /&gt;Delete Objects刪除物體&lt;br /&gt;Delete Old刪除舊材質；刪除當前場景中的對象，合併新來的對象&lt;br /&gt;Delete Operand刪除操作物體；刪除操作對像&lt;br /&gt;Delete Original Loft Curves刪除原放樣曲線&lt;br /&gt;Delete Patch刪除面片&lt;br /&gt;Delete Patch Edge刪除面片邊界&lt;br /&gt;Delete Patch Element刪除面片元素&lt;br /&gt;Delete Patch Modifier刪除面片修改器&lt;br /&gt;Delete Patch Vertex刪除面片節點&lt;br /&gt;Delete Row刪除行&lt;br /&gt;Delete Schematic View刪除圖解視圖&lt;br /&gt;Delete Segment刪除線段&lt;br /&gt;Delete Shape刪除圖形&lt;br /&gt;Delete Spline刪除曲線&lt;br /&gt;Delete Spline Modifier刪除曲線修改器&lt;br /&gt;Delete Tab刪除面板&lt;br /&gt;Delete Tag刪除標記&lt;br /&gt;Delete the Pop-up Note&lt;br /&gt;Delete Toolbar刪除工具條&lt;br /&gt;Delete Track View刪除軌跡視圖&lt;br /&gt;Delete Vertex刪除節點&lt;br /&gt;&lt;br /&gt;Delete Zone刪除區域；刪除色帶&lt;br /&gt;Dens密度&lt;br /&gt;Density密度；強度；濃度&lt;br /&gt;Dependencies&lt;br /&gt;Dependent Curves從屬曲線&lt;br /&gt;Dependent Points從屬點&lt;br /&gt;Dependent Surfaces從屬曲面&lt;br /&gt;Dependents從屬格線；關聯&lt;br /&gt;Depth深度&lt;br /&gt;Depth of Field視野；景深&lt;br /&gt;Depth Segs深度片段數&lt;br /&gt;Derive From Layers來自層&lt;br /&gt;Derive From Materials來自材質&lt;br /&gt;Derive From Material Within Layer來自層中的材質&lt;br /&gt;Derive Layers By導入層依據&lt;br /&gt;Derive Objects By導入物體方式；導入物體依據&lt;br /&gt;Derive Objects From導入物體依據&lt;br /&gt;Destination目的；顯示出在當前場景中被選擇對象的名字；目標位置&lt;br /&gt;Destination Time目標時間&lt;br /&gt;Destory Character&lt;br /&gt;Detach分離；從對像組中分離對像&lt;br /&gt;Detach Element分離元素&lt;br /&gt;Detach Segment分離線段&lt;br /&gt;Detach Spline分離曲線&lt;br /&gt;Details細節&lt;br /&gt;Deviation背離；偏差&lt;br /&gt;Dialog對話框&lt;br /&gt;Diameter直徑&lt;br /&gt;Die After Collision碰撞後消亡&lt;br /&gt;Diffuse漫反射；漫反射光；表面色；過渡區&lt;br /&gt;Diffuse(reflective&amp;translucent)過渡色(反射與半透明)&lt;br /&gt;Direction方向&lt;br /&gt;Direction Chaos方向混亂&lt;br /&gt;Direction of Travel/Mblur運動方向/運動模糊&lt;br /&gt;Direction Vector矢量方向；方向向量&lt;br /&gt;Directional方向；方向型&lt;br /&gt;Directional Light平行光&lt;br /&gt;Disable無效&lt;br /&gt;Disable Scene Redraw Toggle&lt;br /&gt;Disable View顯示失效；視圖無效&lt;br /&gt;Disable Viewport非活動視圖&lt;br /&gt;Disable Viewport Toggle視圖切換失效&lt;br /&gt;Disassemble&lt;br /&gt;Disassemble Objects&lt;br /&gt;Discard New Operand Material丟棄新材質&lt;br /&gt;Discard Original Material丟棄原材質&lt;br /&gt;Disintigrate裂解&lt;br /&gt;Disp Approx位移近似&lt;br /&gt;Disp Approx Modifier位移近似修改器&lt;br /&gt;Displace置換；位移；位移編輯修改器&lt;br /&gt;Displace Modifier位移修改器&lt;br /&gt;Displace Space Warp位移轉換空間變形&lt;br /&gt;Displaced Surface貼圖置換表面；置換貼圖表面；位移表面；位移曲面&lt;br /&gt;Display顯示；當Display處於打開時，在繪圖時會出現捕捉導線。軌跡顯示控制&lt;br /&gt;Display as Box以邊界盒顯示；顯示為方體&lt;br /&gt;Display Command Mode顯示命令模式&lt;br /&gt;Display Floater顯示浮動框；顯示面板&lt;br /&gt;Display Icon顯示圖標&lt;br /&gt;Display Iso Curves顯示Iso曲線&lt;br /&gt;Display Lattice顯示格線&lt;br /&gt;Display Line Parameters顯示線參數&lt;br /&gt;Display Normals顯示法線&lt;br /&gt;Display Options顯示選項&lt;br /&gt;Display Properties顯示屬性&lt;br /&gt;Display Selected with Edged Faces用邊面顯示選擇物體&lt;br /&gt;Display Subtree顯示子樹&lt;br /&gt;Display Until顯示時限；顯示數量&lt;br /&gt;Display/Update顯示與更新&lt;br /&gt;Display Vertices顯示節點數&lt;br /&gt;Display Vertices Toggle顯示節點數標記&lt;br /&gt;Display While Creating創建時顯示&lt;br /&gt;Display Wireframe Objects Using Triangle Strips使用三角形顯示線框物體&lt;br /&gt;Distance距離；間隔&lt;br /&gt;Distribute Using分佈使用&lt;br /&gt;Distribution分佈；分類&lt;br /&gt;Distribution drop-down list平均劃分，物體在末端&lt;br /&gt;Distribution Name分佈物體名稱&lt;br /&gt;Distribution Object Parameters分佈物體參數&lt;br /&gt;Divergence分散度&lt;br /&gt;Divide等分&lt;br /&gt;Divide Edges等分邊界&lt;br /&gt;Divide Faces等分面數&lt;br /&gt;Divide Polygons等分多邊形&lt;br /&gt;Divide Evenly,No Objects at Ends平均劃分，末端無物體&lt;br /&gt;Divide Evenly,Objects at Ends平均劃分，物體在末端&lt;br /&gt;Divide Polygons等分多邊形&lt;br /&gt;Do Not Modify Mat IDs or Material不改變材質或材質ID號&lt;br /&gt;Dodec/Icos十二面體/二十面體&lt;br /&gt;Dolly Camera推拉攝影機；伸縮鏡頭&lt;br /&gt;Dolly Camera(/Spotlight)移動攝像機(/聚光燈)&lt;br /&gt;Dolly Camera+Target推拉攝影機和目標點&lt;br /&gt;Dolly Mode推移模式&lt;br /&gt;Dolly Target推拉目標點；伸縮目標&lt;br /&gt;Dolly Target+Camera(/Spotlight)移動攝像機(/聚光燈)的目標點&lt;br /&gt;Dolly Target(/Spotlight)移動攝像機(/聚光燈)的目標點&lt;br /&gt;Don't assign不指定&lt;br /&gt;Don't display this message不再顯示這個信息&lt;br /&gt;Donut同心圓環；圓環&lt;br /&gt;Donut Shape&lt;br /&gt;Dope Sheet攝影表&lt;br /&gt;Dots圓點&lt;br /&gt;Double Buffer雙倍緩衝區&lt;br /&gt;Down向下&lt;br /&gt;Download Texture Size下載紋理尺寸；下載紋理大小&lt;br /&gt;Draw In All Viewports在所有視圖繪製&lt;br /&gt;Draw Region&lt;br /&gt;Drop Size水滴大小&lt;br /&gt;Drops水滴狀&lt;br /&gt;D-Section Hose D型截面軟管&lt;br /&gt;Dual Planes Toggle雙平面切換&lt;br /&gt;Dummy虛擬物體；虛擬物&lt;br /&gt;Dummy Object虛擬物體&lt;br /&gt;Duplicate Material Name重複材質名稱&lt;br /&gt;Duplicate Name重複名稱&lt;br /&gt;Duplicates複製數目&lt;br /&gt;DXF Import輸入DXF文件&lt;br /&gt;Dynamic動態；動力&lt;br /&gt;Dynamic Effects動力學效果；動態效果&lt;br /&gt;Dynamics動力學&lt;br /&gt;Dynamics Object動力學物體&lt;br /&gt;Dynamics Objects動力學物體&lt;br /&gt;Dynamics Position Controller動力學位置控制器&lt;br /&gt;Dynamics Rotation Controller動力學旋轉控制器&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;E&lt;br /&gt;Ease Curve Out-of-Range Types減緩曲線越界循環類型&lt;br /&gt;Eccentricity偏心；偏心率；偏離程度&lt;br /&gt;Edge邊；邊緣；邊界&lt;br /&gt;Edge ID邊號&lt;br /&gt;Edge Level邊分類&lt;br /&gt;Edged Faces邊緣面片&lt;br /&gt;Edges邊&lt;br /&gt;Edges Only只顯示邊；只顯示可視邊&lt;br /&gt;Edges Only Display Toggle只顯示邊開關&lt;br /&gt;Edit編輯&lt;br /&gt;Edit Button Appearance編輯按鈕外觀&lt;br /&gt;Edit Curve on Surface在曲面上編輯曲線&lt;br /&gt;Edit Curves編輯曲線&lt;br /&gt;Edit Macro Script編輯宏文本&lt;br /&gt;Edit Mesh編輯網格；編輯網格物體&lt;br /&gt;Edit Mesh Modifier編輯網格修改器&lt;br /&gt;Edit Modifier Stack編輯修改器堆棧&lt;br /&gt;Edit Named Selections編輯賦名的選擇；編輯命名選擇集&lt;br /&gt;Edit Normals編輯法線&lt;br /&gt;Edit Patch編輯面片&lt;br /&gt;Edit Patch Modifier編輯面片修改器&lt;br /&gt;Edit Spline編輯曲線&lt;br /&gt;Edit Spline Modifier編輯曲線修改器&lt;br /&gt;Edit Tag編輯標記&lt;br /&gt;Edit Texture Points編輯紋理點&lt;br /&gt;Edit Texture Surface編輯紋理表面&lt;br /&gt;Edit Time Tag編輯時間標記&lt;br /&gt;Edit Triangulation編輯三角形&lt;br /&gt;Edit Triangulation(Poly)&lt;br /&gt;Editable Mesh可編輯網格&lt;br /&gt;Editable Patch可編輯面片&lt;br /&gt;Editable Poly可編輯多邊形&lt;br /&gt;Effect影響；效果；特效&lt;br /&gt;Effects效果；影響；特效&lt;br /&gt;Element元素&lt;br /&gt;Ellipse橢圓；橢圓形&lt;br /&gt;Ellipse Shape橢圓形&lt;br /&gt;Elm榆樹；榆木&lt;br /&gt;Emit Start發射開始時&lt;br /&gt;Emit Stop發射結束時&lt;br /&gt;Emitter發射器&lt;br /&gt;Emitter Fit Planar發射器擬合平面；發射器適配平面&lt;br /&gt;Emitter Hidden發射器隱藏&lt;br /&gt;Emitter Rotation發射器旋轉&lt;br /&gt;Emitter Translation發射器位移&lt;br /&gt;Enable有效；可使用&lt;br /&gt;Enable Anti-aliased Lines in Wireframe Views線框視圖使用反鋸齒&lt;br /&gt;Enabled有效&lt;br /&gt;End結束&lt;br /&gt;End Frame結束幀&lt;br /&gt;End Offset結束偏移；末端偏移&lt;br /&gt;End Offset,Divide Evenly末端偏移，平均劃分&lt;br /&gt;End Offset,Specify Spacing末端偏移，指定間距&lt;br /&gt;End Point Method終點方式；終點形式&lt;br /&gt;End Radius結束半徑&lt;br /&gt;End Time結束時間&lt;br /&gt;Ends結束；端點；末端&lt;br /&gt;Entities實體&lt;br /&gt;Entity實體&lt;br /&gt;Entity Grouping實體成組&lt;br /&gt;Envelope封皮&lt;br /&gt;Environment允許用戶使用貼圖作為霧的顏色；環境；創建諸如霧、火焰和燈光之類的背景和環境&lt;br /&gt;Environment Dialog環境對話框&lt;br /&gt;Euler XYZ歐拉坐標；離合XYZ&lt;br /&gt;Euler XYZ Controller離合XYZ控制器&lt;br /&gt;Euler XYZ Rotation Controller離合XYZ旋轉動畫控制器&lt;br /&gt;Evaluation Coarseness粗糙值&lt;br /&gt;Even偶校驗；首先渲染視頻圖像的偶數行&lt;br /&gt;Exclude排除&lt;br /&gt;Exclude from Radiosity Processing從光能傳遞進程中排除&lt;br /&gt;Exclude from Regathering從聚集法中排除&lt;br /&gt;Exclude Verts排除頂點&lt;br /&gt;Exclusive Merge排除合併&lt;br /&gt;Expand All全部展開&lt;br /&gt;Expert Mode專業模式&lt;br /&gt;Expert Mode Toggle專業模式切換&lt;br /&gt;Explicit直接&lt;br /&gt;Explicit Key直接關鍵幀&lt;br /&gt;Explode炸開；分離；取消組中對象的組合，包括所有嵌套的組&lt;br /&gt;Export輸出&lt;br /&gt;Export AUTOCAD DWG File輸出AUTOCAD(*.DWG)文件&lt;br /&gt;Export DXF File輸出AUTOCAD(*.DXF)文件&lt;br /&gt;Export File輸出文件&lt;br /&gt;Export Scene to .3DS File輸出場景為後綴名是3DS的文件&lt;br /&gt;Export Selected輸出選擇的；輸出當前選擇&lt;br /&gt;Export Selected Objects Only只輸出當前選擇物體&lt;br /&gt;Extend擴展&lt;br /&gt;Extended擴展視圖&lt;br /&gt;Extended Primitives擴展幾何體&lt;br /&gt;Exterior外部；室外&lt;br /&gt;Extra Points per Segment每片段增加點&lt;br /&gt;Extract Operand提取操作物體&lt;br /&gt;Extrude加厚；拉伸；擠壓；擠出&lt;br /&gt;Extrude Capping擠壓封蓋&lt;br /&gt;Extrude Edge拉伸邊緣&lt;br /&gt;Extrude Element拉伸元素&lt;br /&gt;Extrude Face拉伸面&lt;br /&gt;Extrude Face along Spline沿曲線拉伸面&lt;br /&gt;Extrude Patch擠壓面片&lt;br /&gt;smzsx1 2006-11-8 19:18&lt;br /&gt;F&lt;br /&gt;Face面；表面；面片；面貼圖法；捕捉到面的表面上的任何點&lt;br /&gt;Face Constraint&lt;br /&gt;Face Constraint Toggle&lt;br /&gt;Face Constraint Toggle(Poly)&lt;br /&gt;Face Extrude面拉伸&lt;br /&gt;Face Extrude Modifier面拉伸修改器&lt;br /&gt;Face Level面分類&lt;br /&gt;Faces面數&lt;br /&gt;Facets面片；面狀&lt;br /&gt;Facets+Highlights面片加高光；面狀+高光&lt;br /&gt;Facing面；面片狀；正方形面&lt;br /&gt;Factor因數;因子&lt;br /&gt;Fade For衰減耗時；衰減到&lt;br /&gt;Falloff衰減；衰減區&lt;br /&gt;Family系列&lt;br /&gt;Family Parameters系列參數&lt;br /&gt;Fast快&lt;br /&gt;FBX Import advanced parameters FBX文件輸入高級參數設置&lt;br /&gt;FCurve Filtering Pre-processing曲線過濾預處理&lt;br /&gt;Fence圍欄區域&lt;br /&gt;Fence Region圍欄形區域&lt;br /&gt;Fence Selection Region圍欄形選擇區域&lt;br /&gt;Fetch恢復場景到最後一次執行Hold操作時的狀態；取回&lt;br /&gt;FFD***變形&lt;br /&gt;FFD 2x2x2 Modifier&lt;br /&gt;FFD 3x3x3 Modifier&lt;br /&gt;FFD 4x4x4 Modifier&lt;br /&gt;FFD Box Modifier***變形盒修改器&lt;br /&gt;FFD Cylinder Modifier***變形柱體修改器&lt;br /&gt;FFD Select Modifier***變形選擇修改器&lt;br /&gt;FFD(Box) FFD(長方體)&lt;br /&gt;FFD(Box) Space Warp FFD(長方體)空間變形&lt;br /&gt;FFD(Cyl) FFD(圓柱體)&lt;br /&gt;FFD(Cyl) Space Warp FFD(圓柱體)空間變形&lt;br /&gt;Field-of-View視角；視場；觀察區域；視野&lt;br /&gt;Field-of-View Mode視角模式&lt;br /&gt;File文件；文件名&lt;br /&gt;File Load文件加載&lt;br /&gt;File Name文件名稱&lt;br /&gt;File Properties文件屬性&lt;br /&gt;File Replace文件替換&lt;br /&gt;File Unit Scale文件單位比例&lt;br /&gt;Files Panel文件面板&lt;br /&gt;Fill填充&lt;br /&gt;Fillet圓角；倒角；倒圓角&lt;br /&gt;Fillet(Spline)圓角(曲線)&lt;br /&gt;Fillet/Chamfer倒圓角/倒角&lt;br /&gt;Fillet/Chamfer Modifier倒圓角/倒角修改器&lt;br /&gt;Fillet Curve圓角曲線&lt;br /&gt;Fillet Segs圓角片段數&lt;br /&gt;Fillet Surface圓角曲面&lt;br /&gt;Filter過濾器；過濾&lt;br /&gt;Filters過濾器&lt;br /&gt;Film電影&lt;br /&gt;Find Next查找下一個&lt;br /&gt;Fireworks火景&lt;br /&gt;Fit擬合；適配&lt;br /&gt;Fit Deformation擬合變形&lt;br /&gt;Fix Graphs&lt;br /&gt;FK Snap&lt;br /&gt;Flakes雪花狀&lt;br /&gt;Flake Size雪片大小&lt;br /&gt;Flex折曲編輯修改器；伸縮&lt;br /&gt;Flex Modifier伸縮修改器&lt;br /&gt;Flex Section Enable伸縮剖面有效&lt;br /&gt;Flip反向&lt;br /&gt;Flip Beginning反轉開始&lt;br /&gt;Flip End反轉結束；反轉末端&lt;br /&gt;Flip Face Normals反轉面法線&lt;br /&gt;Flip Normal反轉法線&lt;br /&gt;Flip Normals反轉法線&lt;br /&gt;Flip Normals Mode反轉法線模式&lt;br /&gt;Flip Normals Selected反轉已選擇的法線&lt;br /&gt;Flip Polygon反轉多邊形&lt;br /&gt;Flip Tangent反轉切線&lt;br /&gt;Flip Trim反向剪切&lt;br /&gt;Float浮動；浮點數&lt;br /&gt;Float Controllers浮動控制器&lt;br /&gt;Float Expression浮動表達式&lt;br /&gt;Float List浮動列表&lt;br /&gt;Float Motion Capture浮動運動捕獲&lt;br /&gt;Float Reactor浮動反應器&lt;br /&gt;Float Script浮動腳本&lt;br /&gt;Float Wire浮動線框&lt;br /&gt;Floater面板&lt;br /&gt;Floating Toobars浮動工具條&lt;br /&gt;Floating Toobars Toggle浮動工具條開關&lt;br /&gt;Fog霧；霧效；在場景中的對象上產生霧&lt;br /&gt;Follow追隨；跟隨&lt;br /&gt;Footsteps步距&lt;br /&gt;Force力量；約束力&lt;br /&gt;Force 2-sided強制為雙面；強制雙面&lt;br /&gt;Force Sample強制採樣&lt;br /&gt;Forward正向&lt;br /&gt;Forward Time One Unit每單位向前時間&lt;br /&gt;FOV(Field-of-View)視角；視野&lt;br /&gt;FPS幀/秒&lt;br /&gt;Fracture&lt;br /&gt;Fracture System&lt;br /&gt;Fragment Materials碎片材質&lt;br /&gt;Frame幀&lt;br /&gt;Frame Count幀數量&lt;br /&gt;Frame Rate幀速率&lt;br /&gt;FRAME:TICKS幀數:滴答計數&lt;br /&gt;Frames幀數&lt;br /&gt;Frames per Sample逐幀採樣&lt;br /&gt;Free***；泛攝像機&lt;br /&gt;Free Area***區域&lt;br /&gt;Free Camera***相機；***攝像機&lt;br /&gt;Free Center***中心&lt;br /&gt;Free Directional Light***平行光燈光&lt;br /&gt;Free Hose***軟管&lt;br /&gt;Free Hose Parameters***軟管參數&lt;br /&gt;Free Linear&lt;br /&gt;Free Point&lt;br /&gt;Free Spotlight&lt;br /&gt;Freeze凍結&lt;br /&gt;Freeze by Hit點擊凍結&lt;br /&gt;Freeze by Name按名稱凍結&lt;br /&gt;Freeze Non-Selected Curves凍結未選擇的曲線&lt;br /&gt;Freeze Position凍結位置&lt;br /&gt;Freeze Rotation凍結旋轉&lt;br /&gt;Freeze Selected凍結所選擇的&lt;br /&gt;Freeze Selection凍結選擇；凍結已選擇的&lt;br /&gt;Freeze Transform凍結變形&lt;br /&gt;Freeze Unselected凍結未選擇的&lt;br /&gt;Frequency頻率&lt;br /&gt;From U and V Iso Lines從UV向Iso線&lt;br /&gt;From U Iso Lines從U向Iso線&lt;br /&gt;From V Iso Lines從V向Iso線&lt;br /&gt;Front前；前視圖；正面&lt;br /&gt;Front Length正面長度&lt;br /&gt;Front Segs正面片段數&lt;br /&gt;Front View前視圖&lt;br /&gt;Front Width正面寬度&lt;br /&gt;Frozen凍結&lt;br /&gt;Frozen Keys凍結關鍵幀&lt;br /&gt;ft英尺&lt;br /&gt;Full Interactivity Toggle全部交互切換&lt;br /&gt;Full Screen SwapBuffers Destroys Back Buffer全部屏幕緩衝替換最後緩衝&lt;br /&gt;Function功能曲線&lt;br /&gt;Function Curve Display動畫曲線顯示&lt;br /&gt;Function Curve Editor動畫曲線編輯器&lt;br /&gt;Fuse熔合&lt;br /&gt;Fuse Points融合點&lt;br /&gt;smzsx1 2006-11-8 19:18&lt;br /&gt;G&lt;br /&gt;General基本；一般；一般參數；通用；總體；總體設置&lt;br /&gt;General Options總體選項；通用選項&lt;br /&gt;Generate Mapping Coords產生貼圖坐標&lt;br /&gt;Generate Material IDs使用材質ID號&lt;br /&gt;Generate Path自動適配路徑&lt;br /&gt;Generic Palm一般棕櫚樹&lt;br /&gt;Gengon正多邊形；多稜體；多邊體；球稜柱&lt;br /&gt;Gengon Object正多邊形物體&lt;br /&gt;Geodesic Base Type基點面類型；短程線基點方式&lt;br /&gt;Geometric幾何體&lt;br /&gt;Geometries幾何體&lt;br /&gt;Geometry幾何體；三維物體；立體造型&lt;br /&gt;Geometry Options幾何體選項&lt;br /&gt;GeoSphere幾何球體&lt;br /&gt;GeoSphere Object幾何球體&lt;br /&gt;Get Material From材質來源&lt;br /&gt;Get Path獲取路徑&lt;br /&gt;Get Shape獲取圖形&lt;br /&gt;Geyser間歇噴泉、熱水鍋爐&lt;br /&gt;Ghost複製&lt;br /&gt;Ghosting重像&lt;br /&gt;Ghosting Toggle重像開關&lt;br /&gt;Gimbal萬向坐標系&lt;br /&gt;Gimble Lock Killer Filtering文件過濾時萬向節不變；文件過濾時鎖定萬向節&lt;br /&gt;Gizmo線框&lt;br /&gt;Gizmos線框&lt;br /&gt;Global全體；全局&lt;br /&gt;Global Raytracing exclude list全局光線跟蹤排除列表&lt;br /&gt;Global Raytracing Parameters全局光線跟蹤參數&lt;br /&gt;Global Shadow Parameters全體陰影參數；全局陰影顏色&lt;br /&gt;Global Tracks全體軌跡；通用軌跡&lt;br /&gt;Glow光暈&lt;br /&gt;Go to End到結束幀；前進至終點&lt;br /&gt;Go to End Frame走到末幀&lt;br /&gt;Go to Start到開始幀；到起始幀&lt;br /&gt;Go to Start Frame走到始幀&lt;br /&gt;Go to Time到…時間&lt;br /&gt;Graded Surface表面分級；分級表面&lt;br /&gt;Graded Solid分級實體；實體分級&lt;br /&gt;Gravity重力&lt;br /&gt;Gravity Space Warp重力空間變形&lt;br /&gt;Grid網格；柵格；柵格類型；網格視圖；柵格視圖；柵格坐標系&lt;br /&gt;Grid Align網格對齊&lt;br /&gt;Grid and Snap柵格與捕捉&lt;br /&gt;Grid and Snap Settings柵格與捕捉設置&lt;br /&gt;Grid Coordinate System柵格坐標系&lt;br /&gt;Grid Display Toggle柵格顯示開關&lt;br /&gt;Grid Object柵格物體&lt;br /&gt;Grid Spacing柵格間距&lt;br /&gt;Grid View柵格視圖；網格視圖&lt;br /&gt;Group組&lt;br /&gt;Group Attach組連接&lt;br /&gt;Group Close關閉組&lt;br /&gt;Group common objects公共物體成組&lt;br /&gt;Group Detach組分離&lt;br /&gt;Group Explode組炸開&lt;br /&gt;Group Open打開組&lt;br /&gt;Group Selection組選擇&lt;br /&gt;Groups群組&lt;br /&gt;Groups/Assemblies組/集合；組/集合物體&lt;br /&gt;Grow and Stay增長並保存；增長並保持；生長並延緩&lt;br /&gt;Grow For增長耗時；增長到&lt;br /&gt;Grow Time增長時間&lt;br /&gt;smzsx1 2006-11-8 19:18&lt;br /&gt;H&lt;br /&gt;Handle茶壺把；手柄&lt;br /&gt;Hatch影線&lt;br /&gt;Hedra異面體；多面體&lt;br /&gt;Hedra Object多面體&lt;br /&gt;Height高度&lt;br /&gt;Height Segments高度片段數&lt;br /&gt;Helix螺旋線&lt;br /&gt;Hemisphere半球；半球係數&lt;br /&gt;Hide By Hit隱藏點選物體&lt;br /&gt;Hide Distribution Object隱藏分佈物體&lt;br /&gt;Hide Downstream隱藏下級&lt;br /&gt;Hide Frozen Objects隱藏凍結物體&lt;br /&gt;Hide Helpers隱藏輔助物體&lt;br /&gt;Hide Non-Selected Curves隱藏未選擇的曲線&lt;br /&gt;Hide Space Warps隱藏空間扭曲&lt;br /&gt;Hide Tangents隱藏切線&lt;br /&gt;Hide Upstream隱藏上級&lt;br /&gt;Hide Wrap-To Object隱藏包裹物體&lt;br /&gt;Hierarchy層級；層次清單；層次樹&lt;br /&gt;Hierarchy Command Mode層級命令模式&lt;br /&gt;Hierarchy Mode層級模式&lt;br /&gt;Highlight Selected Objects加亮選擇的物體&lt;br /&gt;History-Dependent IK Solver歷史依賴型IK解算器&lt;br /&gt;History-Independent IK Solver歷史獨立型IK解算器&lt;br /&gt;Hold暫存；保持；保持場景到一個臨時文件中，這樣隨後Fetch可以用到它&lt;br /&gt;Home Grid主柵格&lt;br /&gt;Home Grid Plane主柵格平面&lt;br /&gt;Horizontal水平&lt;br /&gt;Hose軟管&lt;br /&gt;Hose Object軟管物體&lt;br /&gt;Hose Shape軟管形狀&lt;br /&gt;Hotkey熱鍵&lt;br /&gt;Hotkey Flash Movie&lt;br /&gt;Hotspot目標聚光燈;聚光範圍;聚光區&lt;br /&gt;Hotspot/Falloff聚光區/衰減區&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;I&lt;br /&gt;IIcosa二十面體；餘弦擬合&lt;br /&gt;Identity一致&lt;br /&gt;IES Sky IES天光&lt;br /&gt;IES Sun IES日光&lt;br /&gt;Ignore忽略&lt;br /&gt;Ignore Anim.忽略動畫&lt;br /&gt;Ignore Animation忽略動畫&lt;br /&gt;Ignore Backfacing忽略背面&lt;br /&gt;Ignore Backfacing Toggle忽略背面開關&lt;br /&gt;Ignore Extents忽略範圍；範圍忽略&lt;br /&gt;Ignore Extents Toggle忽略範圍開關&lt;br /&gt;Ignore Extrude Capping忽略擠壓封蓋&lt;br /&gt;IK反向運動控制；反向動力學&lt;br /&gt;IK Chain IK鏈&lt;br /&gt;IK Chain FK Snap&lt;br /&gt;IK Chain IK Snap&lt;br /&gt;IK Chain Object IK鏈物體&lt;br /&gt;IK Chain Snap Action&lt;br /&gt;IK Controller反向運動控制器；IK控制器&lt;br /&gt;IK Limb Solver&lt;br /&gt;IK Limb Solvers&lt;br /&gt;IK Parameters IK參數&lt;br /&gt;IK Solver IK求解；IK解算器&lt;br /&gt;IK Solver Toggle IK求解開關&lt;br /&gt;IK Solvers IK求解；IK解算器&lt;br /&gt;IK Terminator IK終結&lt;br /&gt;IK Terminator Toggle IK終結開關&lt;br /&gt;IKChainControl IK鏈控制器&lt;br /&gt;IKControl反向運動控制器&lt;br /&gt;Illumination光照；照明；發光；亮度&lt;br /&gt;Illumination Maps照明貼圖&lt;br /&gt;Image圖像&lt;br /&gt;Image Button圖像按鈕&lt;br /&gt;Implementation-Specific Settings工具自定義設置&lt;br /&gt;Import輸入；導入&lt;br /&gt;Import AUTOCAD DWG File輸入AUTOCAD(*.DWG)文件&lt;br /&gt;Import Configuration輸入設置&lt;br /&gt;Import DXF File輸入DXF文件&lt;br /&gt;Import FBX File輸入FiLMBOX(*.FBX)文件&lt;br /&gt;Import File輸入文件&lt;br /&gt;Import Illumination Maps輸入照明貼圖&lt;br /&gt;Import Lightscape Preparation&lt;br /&gt;Import Lightscape Solution&lt;br /&gt;Import Multiple多項引入控制；多重輸入&lt;br /&gt;Import STL File輸入StereoLitho(＊.STL)文件&lt;br /&gt;Import take輸入鏡頭&lt;br /&gt;Incremental間距或增量&lt;br /&gt;Incremental Row Offsets行列偏移增量&lt;br /&gt;Indent縮進&lt;br /&gt;Influence影響&lt;br /&gt;Inherit繼承&lt;br /&gt;Inherit Parent Velocity繼承母體速度&lt;br /&gt;Inherit Visibility繼承可視&lt;br /&gt;Inner Edge Breakup內邊波折；內環波折；內部邊斷開&lt;br /&gt;Insert a Character插入一個角色&lt;br /&gt;Insert Animation to Frame插入動畫到幀&lt;br /&gt;Insert Both插入行列&lt;br /&gt;Insert Col.插入列&lt;br /&gt;Insert Row插入行&lt;br /&gt;Interactive交互&lt;br /&gt;Interactive Pan交互平移&lt;br /&gt;Interactive Update交互更新&lt;br /&gt;Interactive Zoom In交互放大&lt;br /&gt;Interactive Zoom Out交互縮小&lt;br /&gt;Interparticle Collisions內部粒子碰撞；粒子間碰撞&lt;br /&gt;Interpolate插補；插入&lt;br /&gt;Interpolate Points插值點；插補點&lt;br /&gt;Interpolate Points*2插入內推點*2&lt;br /&gt;Interpolate Points*4插入內推點*4&lt;br /&gt;Interpolation插補；插入&lt;br /&gt;Intersection交集；相交；交叉&lt;br /&gt;Invert顛倒；反選&lt;br /&gt;Invert Selection反向選擇&lt;br /&gt;Inverse Kinematics反向運動；IK運動&lt;br /&gt;Inverse Kinematics Joints反向動力學關節&lt;br /&gt;Inverse Kinematics Mode Toggle反向運動模式開關&lt;br /&gt;Invisible不可見&lt;br /&gt;Invisible Edge&lt;br /&gt;Invisible Edge(Mesh)&lt;br /&gt;Iso And Mesh顯示Iso和網格；顯示Iso和網格物體&lt;br /&gt;Iso Curve Iso曲線&lt;br /&gt;Iso Only僅顯示Iso線&lt;br /&gt;Isolate Object's Layer隔離物體層&lt;br /&gt;Isolate Selection隔離選擇&lt;br /&gt;Isometric軸測&lt;br /&gt;Isometric User View軸測用戶視圖&lt;br /&gt;Isosceles等腰；等邊&lt;br /&gt;smzsx1 2006-11-8 19:18&lt;br /&gt;J&lt;br /&gt;Join連接&lt;br /&gt;Joint&lt;br /&gt;K&lt;br /&gt;Keep Objects保留對像；從場景中刪除動畫和層次結構鏈接信息，但是保留對像&lt;br /&gt;Keep Objects and Hierarchy保留對像和層級；保留對像和層次結構鏈接信息，但是從場景中刪除所有的動畫&lt;br /&gt;Keep Original Materials保持原始材質&lt;br /&gt;Key關鍵幀&lt;br /&gt;Key Filters關鍵幀過濾器&lt;br /&gt;Key Mode Toggle關鍵幀模式開關&lt;br /&gt;Key Position位置關鍵幀&lt;br /&gt;Key Position X在X軸的位置關鍵幀&lt;br /&gt;Key Position Y在Y軸的位置關鍵幀&lt;br /&gt;Key Position Z在Z軸的位置關鍵幀&lt;br /&gt;Key Position,Rotation,Scale位置關鍵幀；旋轉關鍵幀；放縮關鍵幀&lt;br /&gt;Key Properties關鍵幀屬性&lt;br /&gt;Key Rotation旋轉關鍵幀&lt;br /&gt;Key Rotation X在X軸的旋轉關鍵幀&lt;br /&gt;Key Rotation Y在Y軸的旋轉關鍵幀&lt;br /&gt;Key Rotation Z在Z軸的旋轉關鍵幀&lt;br /&gt;Key Scale放縮關鍵幀&lt;br /&gt;Key Scale X在X軸的放縮關鍵幀&lt;br /&gt;Key Scale Y在Y軸的放縮關鍵幀&lt;br /&gt;Key Scale Z在Z軸的放縮關鍵幀&lt;br /&gt;Key Steps關鍵幀步幅；關鍵點步幅&lt;br /&gt;Key Times關鍵幀時間&lt;br /&gt;Key Times Toggle關鍵幀時間標記&lt;br /&gt;Keyable Icons可動畫鍵點圖標&lt;br /&gt;Keyboard Entry鍵盤輸入區&lt;br /&gt;Keyboard Shortcut Override Toggle快捷鍵越界開關&lt;br /&gt;Keys關鍵點&lt;br /&gt;Knot節；節點&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;L&lt;br /&gt;L-Ext L型延伸體；L型物體；L型牆&lt;br /&gt;L-Extrusion Object L型物體&lt;br /&gt;Lasso套索區域&lt;br /&gt;Lasso Region套索區域&lt;br /&gt;Lasso Selection Region套索選擇區域&lt;br /&gt;Last上一次&lt;br /&gt;Last File上一次文件&lt;br /&gt;Lathe旋轉&lt;br /&gt;Lathe Modifier旋轉修改器&lt;br /&gt;Lathe Surface旋轉曲面&lt;br /&gt;Lattice結構；結構線；結構體&lt;br /&gt;Lattice Modifier結構修改器&lt;br /&gt;Lattices控制格線；控制曲線&lt;br /&gt;Launch Convert Bips Floater&lt;br /&gt;Launch Custom Keys Floater&lt;br /&gt;Layer層；圖層&lt;br /&gt;Layer Information層信息&lt;br /&gt;Layer Properties層屬性&lt;br /&gt;Layered Solid分層實體&lt;br /&gt;Layers層&lt;br /&gt;Layers that are off關閉層&lt;br /&gt;Layout佈局；版面劃分；多種視圖場景顯示方式和排列方式的選擇；排列&lt;br /&gt;Left左；左側；左視圖&lt;br /&gt;Left View左視圖&lt;br /&gt;Length長度&lt;br /&gt;Length CVs長度控制點；長度上的可控節點&lt;br /&gt;Length Points長度點數&lt;br /&gt;Length Repeat長度重複次數&lt;br /&gt;Length Segs長度片段數&lt;br /&gt;Lid茶壺蓋&lt;br /&gt;Life壽命&lt;br /&gt;Lifespan生命值&lt;br /&gt;Lifespan value Queue生命值列表&lt;br /&gt;Light燈光&lt;br /&gt;Light Color燈光顏色&lt;br /&gt;Light Display Toggle燈光顯示開關&lt;br /&gt;Light Falloff燈光衰減區&lt;br /&gt;Light Hotspot燈光聚光區&lt;br /&gt;Light Include/Exclude Tool燈光排除/包含工具&lt;br /&gt;Light Intensity at Distance燈光亮度距離&lt;br /&gt;Light Lister Tool&lt;br /&gt;Light On/Off Toggle燈光開/關切換&lt;br /&gt;Lighting照明&lt;br /&gt;Lighting|Render&lt;br /&gt;Lights燈光&lt;br /&gt;Line線&lt;br /&gt;Line Shape&lt;br /&gt;Linear線性；倒數&lt;br /&gt;Linear Float線性浮動&lt;br /&gt;Linear Interpolation線性插值&lt;br /&gt;Linear or TCB Controller線性或TCB控制器&lt;br /&gt;Linear Position線性位置&lt;br /&gt;Linear Position Controller線性位置控制器&lt;br /&gt;Linear Rotation線性旋轉&lt;br /&gt;Linear Rotation Controller線性旋轉控制器&lt;br /&gt;Linear Scale線性縮放；線性比例&lt;br /&gt;Linear Scale Controller線性縮放控制器&lt;br /&gt;Link鏈接&lt;br /&gt;Link Constraint鏈接限制&lt;br /&gt;Link Mode鏈接模式&lt;br /&gt;Linked XForm Xform連接變形&lt;br /&gt;Linked XForm Modifier Xform連接變形修改器&lt;br /&gt;Links鏈接&lt;br /&gt;List Types類型列表&lt;br /&gt;Lit Wireframe光亮線框&lt;br /&gt;Lit Wireframes光影線框；亮線框；亮線框方式&lt;br /&gt;Load載入；裝入&lt;br /&gt;Load Controller Quad Menu&lt;br /&gt;Load Custom UI裝載定制UI&lt;br /&gt;Load Custom UI Scheme&lt;br /&gt;Load Key Quad Menu&lt;br /&gt;Load Layout&lt;br /&gt;Load Menu Bar&lt;br /&gt;Load Menu File裝入菜單文件&lt;br /&gt;Load/Save Presets載入/保存預置&lt;br /&gt;Load Mapping載入映射&lt;br /&gt;Local自身;自身坐標系&lt;br /&gt;Local Euler XYZ自身歐拉坐標；自身離合XYZ&lt;br /&gt;Local Coordinate System自身坐標系&lt;br /&gt;Local Translation自身平移；局部平移&lt;br /&gt;Location位置&lt;br /&gt;Lock鎖定&lt;br /&gt;Lock a Character鎖定一個角色&lt;br /&gt;Lock Aspect鎖定外形比例&lt;br /&gt;Lock Aspect Ratio鎖定長寬比&lt;br /&gt;Lock Key鎖定時間&lt;br /&gt;Lock Object's Layer鎖定物體層&lt;br /&gt;Lock Selected Keys&lt;br /&gt;Lock Selected Keys(toggle)&lt;br /&gt;Lock Selection鎖定選擇&lt;br /&gt;Lock Time鎖定時間&lt;br /&gt;Lock To Top Level鎖定到頂級&lt;br /&gt;Lock User Interface&lt;br /&gt;Lock User Interface Toggle&lt;br /&gt;Locked width and height鎖定寬和高&lt;br /&gt;LOD細節級別&lt;br /&gt;LOD Controller細節級別控制器&lt;br /&gt;Loft放樣&lt;br /&gt;Loft Compound Object放樣合成物體&lt;br /&gt;Look At注視控制；視點；朝向&lt;br /&gt;LookAt朝向&lt;br /&gt;LookAt Constraint朝向限制&lt;br /&gt;Loop循環&lt;br /&gt;Low低&lt;br /&gt;Luma亮度&lt;br /&gt;Lump Height塊高度；腫塊高度&lt;br /&gt;Lump Offset塊偏移；腫塊偏移&lt;br /&gt;Lumps塊數；腫塊數&lt;br /&gt;smzsx1 2006-11-8 19:20&lt;br /&gt;M&lt;br /&gt;Macro Recorder宏記錄&lt;br /&gt;Macro Recorder Toggle宏記錄標記&lt;br /&gt;MacroRecorder宏記錄器&lt;br /&gt;Main Attributes主要屬性&lt;br /&gt;Main Toolbar主工具欄&lt;br /&gt;Main Toolbar Toggle主工具欄開關&lt;br /&gt;Main UI用戶界面&lt;br /&gt;Main User Interface主要用戶界面&lt;br /&gt;Maintain Paramerization持續重新參數化&lt;br /&gt;Major Cycles主圈數；主週期&lt;br /&gt;Major Radius主半徑&lt;br /&gt;Make Camera Active激活攝像機&lt;br /&gt;Make COS製作COS&lt;br /&gt;Make Default存為默認&lt;br /&gt;Make Explicit設為直接&lt;br /&gt;Make First確定起點；設為起點&lt;br /&gt;Make First(Spline)設為起點(曲線)&lt;br /&gt;Make Fit擬合製作&lt;br /&gt;Make Independent創建獨立；製作獨立體&lt;br /&gt;Make Lightscape Lights產生Lightscape燈光&lt;br /&gt;Make Loft製作放樣；放樣製作&lt;br /&gt;Make Planar變平&lt;br /&gt;Make Planar(Mesh)變平(網格)&lt;br /&gt;Make Planar(Poly)&lt;br /&gt;Make Point製作點&lt;br /&gt;Make Point Surface製作點曲面&lt;br /&gt;Make Preview創建預覽；生成預覽&lt;br /&gt;Make Rigid硬化&lt;br /&gt;Make Unique使獨立；獨立&lt;br /&gt;Manipulate操縱&lt;br /&gt;Manipulators操縱器&lt;br /&gt;Manual Navigation手動導航&lt;br /&gt;Manually手動&lt;br /&gt;Map貼圖&lt;br /&gt;Map Channel貼圖通道&lt;br /&gt;Mapping貼圖&lt;br /&gt;Mapping Coordinates貼圖坐標&lt;br /&gt;Maps貼圖&lt;br /&gt;Marble大理石&lt;br /&gt;Marker光標&lt;br /&gt;Markers標籤&lt;br /&gt;Mask遮罩&lt;br /&gt;Match Camera to View使攝像機與視圖匹配；給Perspective,Spotlight或Camera視圖匹配選定的照相機。&lt;br /&gt;Match Material IDs to Material按材質匹配ID；&lt;br /&gt;Match Material to Material IDs按ID匹配材質；&lt;br /&gt;Match Object's Layer匹配物體層&lt;br /&gt;Match Scale匹配比例&lt;br /&gt;Match Source File Time匹配源文件時間&lt;br /&gt;Material材質;材質ID號&lt;br /&gt;Material Attach Options材質結合選項&lt;br /&gt;Material By Element Modifier&lt;br /&gt;Material Editor材質編輯器；顯示並允許更改Material Editor窗口的按鈕和功能的快捷鍵&lt;br /&gt;Material ID材質ID&lt;br /&gt;Material Modifier材質修改器&lt;br /&gt;Material/Map Browser材質/貼圖導航器；材質/貼圖瀏覽器&lt;br /&gt;Material/Parameters材質/參數&lt;br /&gt;Material/Parameters Only僅材質/參數&lt;br /&gt;Material Properties材質屬性&lt;br /&gt;Materials材質&lt;br /&gt;Materials/Maps材質/貼圖&lt;br /&gt;Materials/Maps Only僅材質/貼圖&lt;br /&gt;Materials/Parameters材質/參數&lt;br /&gt;Materials/Parameters Only僅材質/參數&lt;br /&gt;Mat'l Mapping and Source材質貼圖和來源&lt;br /&gt;Max最大&lt;br /&gt;Maximize Viewport Toggle最大化視圖開關&lt;br /&gt;Maximum最大值&lt;br /&gt;Maximum Elev最大海拔高度&lt;br /&gt;Maximum Light Intensity Scale最大亮度放縮&lt;br /&gt;Maximum Number of Triangles最大三角面值；最大三角形數目&lt;br /&gt;Maximum Subdivisions Levels最大細劃分值；最大細分級別&lt;br /&gt;MAXScript MAX腳本；MAX腳本語言&lt;br /&gt;MaxScript Listener Max腳本語言監聽器；Max腳本記錄器&lt;br /&gt;MaxScript Reference Max腳本參考手冊&lt;br /&gt;Max Sustainable Rate最大持續速度；最大持續速率&lt;br /&gt;Measure測量&lt;br /&gt;Medit Materials編輯材質&lt;br /&gt;Medium中&lt;br /&gt;Melt熔化；熔化編輯修改器&lt;br /&gt;Melt Modifier熔化編輯修改器&lt;br /&gt;Merge合併；使用當前顯示的名字來合併對像；把來自MAX場景的對象合併到當前場景中&lt;br /&gt;Merge Animation合併動畫&lt;br /&gt;Merge Completed合併完成&lt;br /&gt;Merge File合併文件&lt;br /&gt;Merge Manip合併操縱器&lt;br /&gt;Merge Nodes合併節點&lt;br /&gt;Merge objects with current scene合併物體到當前場景&lt;br /&gt;Mesh網格；網格物體；網狀&lt;br /&gt;Mesh Definition網格模型定義&lt;br /&gt;Mesh Normals網格法線&lt;br /&gt;Mesh Only僅顯示網格；僅顯示網格物體&lt;br /&gt;Mesh Options網格選項&lt;br /&gt;Mesh Select網格選擇&lt;br /&gt;Mesh Select Modifier網格選擇修改器&lt;br /&gt;Mesher網格化&lt;br /&gt;Meshing Size網格尺寸&lt;br /&gt;Meshsmooth網格光滑；光滑網格編輯修改器&lt;br /&gt;Meshsmooth Modifier光滑網格編輯修改器&lt;br /&gt;MetaParticle Parameters變形球粒子參數&lt;br /&gt;MetaParticles變形球粒子；超粒子；超密粒子&lt;br /&gt;Middle Mouse Button中鍵鼠標&lt;br /&gt;Middle Mouse Button Toggle中鍵鼠標開關&lt;br /&gt;Min最小&lt;br /&gt;Minimum最小值&lt;br /&gt;Minimum Elev最小海拔高度&lt;br /&gt;Minimum Subdivison Levels最小細劃分值；最小細分級別&lt;br /&gt;Min/Max Toggle最小/最大顯示切換[開關]；最小/最大化按鈕；最小/最大化視窗&lt;br /&gt;Minor Cycles次圈數；次週期&lt;br /&gt;Minor Radius次半徑；較小圓半徑&lt;br /&gt;Mirror鏡像&lt;br /&gt;Mirror Axis鏡像軸；鏡像對稱軸；鏡像軸向&lt;br /&gt;Mirror Both均鏡像&lt;br /&gt;Mirror Curve鏡像曲線&lt;br /&gt;Mirror Horizontally水平鏡像&lt;br /&gt;Mirror IK Limits鏡像IK限制&lt;br /&gt;Mirror Modifier鏡像修改器&lt;br /&gt;Mirror Selected Objects鏡像選擇對像；鏡像選擇物體&lt;br /&gt;Mirror Surface鏡像曲面&lt;br /&gt;Mirror Tool鏡像工具&lt;br /&gt;Mirror Vertically垂直鏡像&lt;br /&gt;Misc雜項&lt;br /&gt;Miscellaneous雜項&lt;br /&gt;Missing XRefs丟失外部引用&lt;br /&gt;Mismatch不匹配&lt;br /&gt;Mist薄霧&lt;br /&gt;MM:SS:TICKS分:秒:滴答計數&lt;br /&gt;Mode模式&lt;br /&gt;Modeling模型；建模&lt;br /&gt;Modes模式&lt;br /&gt;Modified Object修改對像&lt;br /&gt;Modified Objects修改物體&lt;br /&gt;Modifiers修改；修改器；修改器堆棧；編輯器&lt;br /&gt;Modify Child Keys修改子級關鍵點&lt;br /&gt;Modify Command Mode修改命令模式&lt;br /&gt;Modify Mode修改模式&lt;br /&gt;Modify Zone修改區域；改變色帶&lt;br /&gt;More更多&lt;br /&gt;More Attributes更多屬性&lt;br /&gt;Morph變形&lt;br /&gt;Morph Capping變形封蓋&lt;br /&gt;Morph Compound Object變形合成物體；變形復合對像&lt;br /&gt;Morph Target Name變形目標名稱&lt;br /&gt;Morph Targets變形目標&lt;br /&gt;Morpher Modifier變形修改器&lt;br /&gt;Motion Blur運動模糊&lt;br /&gt;Motion Clip運動粘貼板&lt;br /&gt;Motion Clip Slave運動粘貼板附屬&lt;br /&gt;Motion Clip SlaveFloat運動粘貼板附屬浮動&lt;br /&gt;Motion Clip SlavePoint運動粘貼板附屬點&lt;br /&gt;Motion Clip SlavePos運動粘貼板附屬位置&lt;br /&gt;Motion Clip SlaveRotation運動粘貼板附屬旋轉&lt;br /&gt;Motion Clip SlaveScale運動粘貼板附屬比例&lt;br /&gt;Motion Command Mode運動命令模式&lt;br /&gt;Motor馬達；動力&lt;br /&gt;Motor Space Warp引擎空間變形&lt;br /&gt;Motor System動力系統&lt;br /&gt;Move移動&lt;br /&gt;Move Down向下移動；下移&lt;br /&gt;Move Left向左移動&lt;br /&gt;Move Mode移動模式&lt;br /&gt;Move Mode(Set Constraints)移動模式(設置約束)&lt;br /&gt;Move Right向右移動&lt;br /&gt;Move Selection Out移出選擇&lt;br /&gt;Move Up向上移動；上移&lt;br /&gt;MoveUnwrapUI&lt;br /&gt;Multicurve Trimmed Surface多重曲線剪切曲面&lt;br /&gt;Multiple Objects多重物體&lt;br /&gt;Multiplier倍增器；倍增；強度&lt;br /&gt;Multiplier Curve Out-of-Range Types增強曲線越界循環類型&lt;br /&gt;Multisided Blend Surface復合邊融合曲面&lt;br /&gt;Multi/Sub-Object Basic Parameters多維/次物體材質基本參數&lt;br /&gt;Multi-Trim復合-修剪&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;N&lt;br /&gt;Name and Color名稱和顏色&lt;br /&gt;Named Selections命名的選擇&lt;br /&gt;Named Selection Sets命名選擇集；建立並命名一個選擇集&lt;br /&gt;NavInfo瀏覽信息&lt;br /&gt;N Blend復合邊融合&lt;br /&gt;NCurve Sel NURBS曲線選擇；選擇NURBS曲線&lt;br /&gt;Nearest最近&lt;br /&gt;Negative負值；負片濾鏡&lt;br /&gt;New新建&lt;br /&gt;New All從場景中刪除所有對象、動畫和層次結構鏈接信息；全部新建&lt;br /&gt;New Scene新場景&lt;br /&gt;New Schematic View新建圖解視圖&lt;br /&gt;New Script新建腳本&lt;br /&gt;New Track View打開一個新的Track View窗口；新建軌跡視圖&lt;br /&gt;Next Frame下一幀；前進至下一幀；後一幀&lt;br /&gt;Next Modifier下一編輯器&lt;br /&gt;Next/Previous Key Mode Toggle下一/前一關鍵幀模式切換&lt;br /&gt;NGon多邊形；N邊形&lt;br /&gt;NGon Shape&lt;br /&gt;No Clone不複製；不克隆&lt;br /&gt;No Growth沒有增長；不增長；非增長；不生長&lt;br /&gt;Noise噪波；噪聲編輯修改器&lt;br /&gt;Noise Float噪波浮動&lt;br /&gt;Noise Modifier噪波修改器&lt;br /&gt;Noise Point噪點&lt;br /&gt;Noise Position噪波位置&lt;br /&gt;Noise Position Controller噪波位置控制器&lt;br /&gt;Noise Rotation噪波旋轉&lt;br /&gt;Noise Rotation Controller噪波旋轉控制器&lt;br /&gt;Noise Scale噪波比例；雜波縮放&lt;br /&gt;Noise Scale Controller噪波比例控制器&lt;br /&gt;Noise Space Warp噪波空間變形&lt;br /&gt;None任何時候都不顯示關鍵幀框；無；全部不&lt;br /&gt;Non-uniform非統一&lt;br /&gt;Non-uniform Scale非統一縮放&lt;br /&gt;Normal法線&lt;br /&gt;Normal Align法線對齊;常規對齊&lt;br /&gt;Normal Bevel法線倒角&lt;br /&gt;Normal Level法線分類&lt;br /&gt;Normal Modifier法線修改器&lt;br /&gt;Normal Proj.法線投射&lt;br /&gt;Normal Projected Curve法線映射曲線；法線投影曲線&lt;br /&gt;Normalize校正；統一法線；方向&lt;br /&gt;Normalize Spl法線化曲線&lt;br /&gt;Normalize Spline法線化曲線&lt;br /&gt;Normalize Spline Modifier法線化曲線修改器&lt;br /&gt;No Simplification不簡化；不單一化&lt;br /&gt;Note註解；註釋，附註，注意&lt;br /&gt;Note Track註解軌跡&lt;br /&gt;NSurf Sel NURBS曲面選擇；選擇NURBS曲面&lt;br /&gt;NTSC N制&lt;br /&gt;Nudge Grid Down&lt;br /&gt;Nudge Grid Up&lt;br /&gt;Number數量&lt;br /&gt;Number In U U向數量&lt;br /&gt;Number In V V向數量&lt;br /&gt;Number of Chunks碎片數目&lt;br /&gt;Number of CVs可控節點數量&lt;br /&gt;Number of Points點數量&lt;br /&gt;NURBS (Non-Uniform Rational B-Splines)不均勻有理B樣條曲線&lt;br /&gt;NURBS CV Curve NURBS可控曲線&lt;br /&gt;NURBS Point Curve NURBS點曲線&lt;br /&gt;NURBS Shaded Lattice&lt;br /&gt;NURBS Shaded Lattice Toggle&lt;br /&gt;NURBS Surface Selection NURBS曲面選擇集&lt;br /&gt;NURBS Surface Selection Modifier NURBS曲面選擇集修改器&lt;br /&gt;NURBS Surfaces NURBS曲面&lt;br /&gt;NURBS Tessellation Preset NURBS細分預置&lt;br /&gt;smzsx1 2006-11-8 19:21&lt;br /&gt;O&lt;br /&gt;Object物體；選擇想要的關聯複製類型&lt;br /&gt;Object-Based Emitter基於物體的發射器&lt;br /&gt;Object Blur物體模糊&lt;br /&gt;Object Display Toggle物體顯示開關&lt;br /&gt;Object Fragments物體表面碎片&lt;br /&gt;Object Level物體分類&lt;br /&gt;Object Mapping物體映射&lt;br /&gt;Object Motion Inheritance物體運動繼承&lt;br /&gt;Object Mutation Queue物體變形列表；對像變形列表&lt;br /&gt;Object Name物體名稱&lt;br /&gt;Object Name Prefix物體名稱前綴&lt;br /&gt;Object Parameters物體參數&lt;br /&gt;Object Type對像類型；物體類型&lt;br /&gt;Object Types物體類型&lt;br /&gt;Objects造型體；三維造型體；物體；物體列表&lt;br /&gt;Obsolete File舊版本文件&lt;br /&gt;Octa八面體；八面&lt;br /&gt;Odd奇校驗；首先渲染視頻圖像的奇數行&lt;br /&gt;Odd Only僅單數&lt;br /&gt;Off Axis軸偏離；軸偏移&lt;br /&gt;Off Plane面偏離&lt;br /&gt;Offset mode Transform Type-in相對坐標方式變換輸入&lt;br /&gt;Offset Point偏移點&lt;br /&gt;Offset Surface偏移曲面&lt;br /&gt;Oil Tank Object油罐物體&lt;br /&gt;OilTank油罐&lt;br /&gt;On/Off Apply Atmospherics指定大氣開/關&lt;br /&gt;On/Off Cast Shadows投射陰影開/關&lt;br /&gt;On/Off Inherit Visibility繼承可視開/關&lt;br /&gt;On/Off Motion Blur運動模糊開/關&lt;br /&gt;On/Off Receive Shadows接受陰影開/關&lt;br /&gt;On/Off Render Occluded&lt;br /&gt;On/Off Renderable可渲染開/關&lt;br /&gt;On/Off Visible to Camera對相機可見開/關&lt;br /&gt;On/Off Visible to Reflection對反射可見開/關&lt;br /&gt;One Connected Blob一個連接的斑點；同一連接泡&lt;br /&gt;Operand操作；運算對像&lt;br /&gt;Operands運算物體；運算對像&lt;br /&gt;Orbit環遊&lt;br /&gt;Orbit Camera環遊攝影機&lt;br /&gt;Orbit Camera(/Spotlight)旋轉攝像機(/聚光燈)&lt;br /&gt;Orientation方向&lt;br /&gt;Orientation Constraint方向限制&lt;br /&gt;Other其它&lt;br /&gt;Out-of-Range Types越界循環類型&lt;br /&gt;Outer Edge Breakup外邊波折；外環波折；外部邊斷開&lt;br /&gt;Outline輪廓線；偏移&lt;br /&gt;Output輸出&lt;br /&gt;Output Options輸出選項&lt;br /&gt;Output Sub-Mesh Selection輸出子網格選擇&lt;br /&gt;Outside ID外表面材質號&lt;br /&gt;Over Entire Surface在全部表面&lt;br /&gt;Overall全部&lt;br /&gt;Override忽略；覆蓋&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-1428304566115281334?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/1428304566115281334/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3ds-max_09.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/1428304566115281334'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/1428304566115281334'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3ds-max_09.html' title='3DS MAX中英對照（全）'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-9142181283918123881</id><published>2009-11-06T11:12:00.000-08:00</published><updated>2009-11-11T10:47:24.658-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><title type='text'>3ds max mental ray的AO</title><content type='html'>&lt;a href="http://www.flickr.com/photos/superbtman2/4080542229/" title="Flickr 上 superbtman@kimo.com 的 3dsmax 018_mental ray AO"&gt;&lt;img src="http://farm3.static.flickr.com/2753/4080542229_3eda4cc2ee_o.jpg" width="375" height="468" alt="3dsmax 018_mental ray AO" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;渲染器選擇 mental ray &gt; 在Render Elements渲染通道裡&lt;br /&gt;&gt; 增加一個 mr Shader Element通道 &gt; 在mr Shader Element的參數屬性裡面&lt;br /&gt;&gt; shader裡增加一個貼圖 ─ Ambient/Reflective Occlusion(3dsmax)&lt;br /&gt;&lt;br /&gt;Vray的AO效果不好，沒有直接可用的Render Elements，而且不支援Bump&lt;br /&gt;mental ray的AO支援Bump，而且可以直接出Render Elements！&lt;br /&gt;&lt;br /&gt;測試效果&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4080542459/" title="Flickr 上 superbtman@kimo.com 的 3dsmax 018_mental ray AO_02"&gt;&lt;img src="http://farm3.static.flickr.com/2544/4080542459_69bdf5c34a_o.jpg" width="348" height="772" alt="3dsmax 018_mental ray AO_02" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-9142181283918123881?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/9142181283918123881/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3ds-max-mental-rayao.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/9142181283918123881'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/9142181283918123881'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3ds-max-mental-rayao.html' title='3ds max mental ray的AO'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-3340490814602066310</id><published>2009-11-06T02:35:00.000-08:00</published><updated>2009-11-11T10:47:24.658-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><title type='text'>3ds max_Vray AO</title><content type='html'>外掛下載&lt;br /&gt;&lt;a href="http://plugins.angstraum.at/vrayao/index.htm"&gt;http://plugins.angstraum.at/vrayao/index.htm&lt;/a&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-3340490814602066310?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/3340490814602066310/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3ds-maxvray-ao.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/3340490814602066310'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/3340490814602066310'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3ds-maxvray-ao.html' title='3ds max_Vray AO'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-7834430246735712261</id><published>2009-11-06T02:15:00.000-08:00</published><updated>2009-11-16T06:09:25.687-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><title type='text'>3ds max 燈光預覽設置</title><content type='html'>快捷鍵：Ctrl + L&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4079479199/" title="Flickr 上 superbtman@kimo.com 的 3dsmax 016_Default Lighting_02"&gt;&lt;img src="http://farm3.static.flickr.com/2727/4079479199_d5687ef3f1_o.jpg" alt="3dsmax 016_Default Lighting_02" height="524" width="200" /&gt;&lt;/a&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;在還沒有架設燈光之前，光影的方向依據“檢視視窗”的“視角”改變，也就是光是從檢視視窗為起點打向視窗。由於在動畫設置時經常必須檢視各個角度，但是如果加了燈光之後，光影的方向就被燈光所固定，很有可能在背光製作上會不方便，因為背光時的陰影是黑的，所以下列方法可以將打燈後的預覽設置改為預設。&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm4.static.flickr.com/3536/4079479077_80ed926551_o.jpg" title="Flickr 上 superbtman@kimo.com 的 3dsmax 016_Default Lighting Toggle"&gt;&lt;img src="http://farm4.static.flickr.com/3536/4079479077_cb379fb9b3.jpg" alt="3dsmax 016_Default Lighting Toggle" height="500" width="399" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;方法1.改變設定：&lt;br /&gt;Viewport Configuration &gt; Rendering Method &gt; Default Lighting打勾&lt;br /&gt;&lt;br /&gt;方法2.設置快捷開關&lt;br /&gt;可以在Customise User Interface設置一個按鈕，做切換開關&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;↓一盞預設燈與兩盞預設燈的不同：&lt;br /&gt;一盞預設燈會改變方向&lt;br /&gt;兩盞預設燈為固定方向&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4080239116/" title="Flickr 上 superbtman@kimo.com 的 3dsmax 016_Default Lighting_01"&gt;&lt;img src="http://farm3.static.flickr.com/2425/4080239116_4595d4010d_o.jpg" alt="3dsmax 016_Default Lighting_01" height="522" width="232" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-7834430246735712261?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/7834430246735712261/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3ds-max_06.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/7834430246735712261'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/7834430246735712261'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3ds-max_06.html' title='3ds max 燈光預覽設置'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://farm4.static.flickr.com/3536/4079479077_cb379fb9b3_t.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-1853883161621882181</id><published>2009-11-05T07:58:00.000-08:00</published><updated>2009-11-05T08:54:45.800-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><title type='text'>MAYA 2009 10/29 課堂</title><content type='html'>1. Blend Shape    (類似3ds max的Morpher工具)&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/DAJG_o9iWXo&amp;hl=zh_TW&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/DAJG_o9iWXo&amp;hl=zh_TW&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;Create Deformers &gt; Blend Shape&lt;br /&gt;先選子&gt;後選母&gt; Blend Shape&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4078254922/" title="Flickr 上 superbtman@kimo.com 的 Maya_008_Blend Shape_01"&gt;&lt;img src="http://farm3.static.flickr.com/2633/4078254922_10146ed139_o.jpg" width="194" height="52" alt="Maya_008_Blend Shape_01" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4078255072/" title="Flickr 上 superbtman@kimo.com 的 Maya_008_Blend Shape_02"&gt;&lt;img src="http://farm4.static.flickr.com/3484/4078255072_15731a2bca_o.jpg" width="308" height="204" alt="Maya_008_Blend Shape_02" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4077502133/" title="Flickr 上 superbtman@kimo.com 的 Maya_008_Blend Shape_03"&gt;&lt;img src="http://farm4.static.flickr.com/3479/4077502133_ecbf67a8b8_o.jpg" width="270" height="392" alt="Maya_008_Blend Shape_03" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;-----------------------------&lt;br /&gt;2. Wire Tool&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Mg44ATKREbw&amp;hl=zh_TW&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/Mg44ATKREbw&amp;hl=zh_TW&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;Create Deformers &gt; Wire Tool&lt;br /&gt;啟用Wire Tool(游標變成十字) &gt; 先點model &gt; Enter &gt; 後點Curves線 &gt; Enter&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4077513491/" title="Flickr 上 superbtman@kimo.com 的 Maya_007_Wire Tool"&gt;&lt;img src="http://farm4.static.flickr.com/3659/4077513491_291271b14f_o.jpg" width="198" height="340" alt="Maya_007_Wire Tool" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;-----------------------------&lt;br /&gt;3. Aim    (類似3ds max的Look at工具)&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/LRkMfh5BOQ4&amp;hl=zh_TW&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/LRkMfh5BOQ4&amp;hl=zh_TW&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;Constrain &gt; Aim&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4078276242/" title="Flickr 上 superbtman@kimo.com 的 Maya_003"&gt;&lt;img src="http://farm3.static.flickr.com/2727/4078276242_45889578ca_o.jpg" width="191" height="69" alt="Maya_003" /&gt;&lt;/a&gt;&lt;br /&gt;-----------------------------&lt;br /&gt;4. Driven key     (類似3ds max的Reaction Manager工具)&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/bMj5xkoqEC0&amp;hl=zh_TW&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/bMj5xkoqEC0&amp;hl=zh_TW&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;Animate &gt; Set Driven Key&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4077523533/" title="Flickr 上 superbtman@kimo.com 的 Maya_005"&gt;&lt;img src="http://farm3.static.flickr.com/2516/4077523533_0eeaa7f1a8_o.jpg" width="354" height="157" alt="Maya_005" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4078276476/" title="Flickr 上 superbtman@kimo.com 的 Maya_006"&gt;&lt;img src="http://farm3.static.flickr.com/2580/4078276476_20d7566241_o.jpg" width="384" height="520" alt="Maya_006" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-1853883161621882181?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/1853883161621882181/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/maya-2009-1029.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/1853883161621882181'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/1853883161621882181'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/maya-2009-1029.html' title='MAYA 2009 10/29 課堂'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-5482259001406225611</id><published>2009-11-03T12:22:00.000-08:00</published><updated>2009-11-11T10:47:24.659-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><title type='text'>燈光消除光點</title><content type='html'>&lt;a href="http://www.flickr.com/photos/superbtman2/4073163636/" title="Flickr 上 superbtman@kimo.com 的 3dsmax 013_"&gt;&lt;img src="http://farm3.static.flickr.com/2515/4073163636_e10c7ac306_o.jpg" width="470" height="168" alt="3dsmax 013_" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-5482259001406225611?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/5482259001406225611/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/blog-post.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/5482259001406225611'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/5482259001406225611'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/blog-post.html' title='燈光消除光點'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-3575697549783415798</id><published>2009-11-03T11:05:00.000-08:00</published><updated>2009-11-11T10:47:24.659-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><title type='text'>3ds max_Current Transform</title><content type='html'>&lt;a href="http://www.flickr.com/photos/superbtman2/4072975392/" title="Flickr 上 superbtman@kimo.com 的 3dsmax 012_時間軸"&gt;&lt;img src="http://farm3.static.flickr.com/2545/4072975392_f4eb9efd98_o.jpg" width="487" height="288" alt="3dsmax 012_時間軸" /&gt;&lt;/a&gt;&lt;br /&gt;如果想要只調旋轉，卻出現“影隔內的東西太多”的時候，也會調到移動會相當不方便&lt;br /&gt;可以使用這個方法。&lt;br /&gt;使用 Current Transform 可以只顯示 所要調整“對象”的時間軸&lt;br /&gt;如：移動、旋轉...等等。&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-3575697549783415798?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/3575697549783415798/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3ds-maxcurrent-transform.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/3575697549783415798'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/3575697549783415798'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3ds-maxcurrent-transform.html' title='3ds max_Current Transform'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-6716007834561046258</id><published>2009-11-03T09:58:00.000-08:00</published><updated>2009-11-11T10:47:24.659-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><title type='text'>3ds max-Biped_創造四肢的IK對象物件</title><content type='html'>&lt;a href="http://www.flickr.com/photos/superbtman2/4072794556/" title="Flickr 上 superbtman@kimo.com 的 3dsmax 010_BipedIK01"&gt;&lt;img src="http://farm3.static.flickr.com/2452/4072794556_4e2f049007_o.jpg" alt="3dsmax 010_BipedIK01" height="380" width="426" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;運用此功能可以選擇Biped四之外的物件做IK，來控制物件，必須在關鍵影格下使用。&lt;br /&gt;&lt;br /&gt;Join to PreV IK Key 與 &lt;a href="http://www.flickr.com/photos/superbtman2/4072062669/" title="Flickr 上 superbtman@kimo.com 的 BipedIK"&gt;&lt;img src="http://farm3.static.flickr.com/2472/4072062669_33904f12e2_o.jpg" width="45" height="20" alt="BipedIK" /&gt;&lt;/a&gt; 相關。&lt;br /&gt;&lt;br /&gt;○ Body 就是取消使用&lt;br /&gt;● Object  啟用&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-6716007834561046258?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/6716007834561046258/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3ds-max-bipedik.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/6716007834561046258'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/6716007834561046258'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3ds-max-bipedik.html' title='3ds max-Biped_創造四肢的IK對象物件'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-4529038217335107527</id><published>2009-11-01T07:53:00.001-08:00</published><updated>2009-11-11T10:43:14.343-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Unknown words'/><title type='text'>單字</title><content type='html'>property、allow&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;property['普拉婆踢]&lt;br /&gt;&lt;/span&gt;&lt;span class="fullpost"&gt;1. 財產,資產;所有物[U]&lt;br /&gt;This small house is my only property.&lt;br /&gt;&lt;br /&gt;這所小房子是我的唯一財產。&lt;br /&gt;&lt;br /&gt;2. 房產,地產,房地產[C][U]&lt;br /&gt;3. 花園住宅[C]&lt;br /&gt;4. 特性,性能,屬性[C]&lt;br /&gt;He is studying the medicinal properties of wild plants.&lt;br /&gt;&lt;br /&gt;他正在研究野生植物的藥物特性。&lt;br /&gt;&lt;br /&gt;5. 道具[P1]&lt;br /&gt;6. 所有權,財產權[U]&lt;br /&gt;There is no property in the seashore.&lt;br /&gt;&lt;br /&gt;海岸非任何人私有。&lt;br /&gt;&lt;br /&gt;-------------------------&lt;br /&gt;&lt;br /&gt;allow['俄勞]&lt;br /&gt;&lt;/span&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;vt.&lt;br /&gt;1. 允許,准許[O2][+v-ing]&lt;br /&gt;2. 准...進;准...出[O]&lt;br /&gt;He doesn't allow cats in the room.&lt;br /&gt;&lt;br /&gt;他不允許貓進入房內。&lt;br /&gt;&lt;br /&gt;3. 給與,提供;容許[O1][(+for)]&lt;br /&gt;Their teacher allowed them three days for the assignment.&lt;br /&gt;&lt;br /&gt;他們的老師給他們三天時間完成作業。&lt;br /&gt;&lt;br /&gt;4. 使成為可能[O2]&lt;br /&gt;The windfall allowed me to buy a house.&lt;br /&gt;&lt;br /&gt;這意外之財使我得以購置一幢房子。&lt;br /&gt;&lt;br /&gt;5. 認可&lt;br /&gt;The judge allowed the claim.&lt;br /&gt;&lt;br /&gt;法官同意了這一請求。&lt;br /&gt;&lt;br /&gt;6. 【書】承認[+that]&lt;br /&gt;He allowed that they were right.&lt;br /&gt;&lt;br /&gt;他承認他們是對的。&lt;br /&gt;&lt;br /&gt;vi.&lt;br /&gt;1. 容許[(+of)]&lt;br /&gt;The situation allows of no delay.&lt;br /&gt;&lt;br /&gt;情況不容許有任何延誤。&lt;br /&gt;&lt;br /&gt;2. 考慮[(+for)]&lt;br /&gt;In working with this cloth, be sure to allow for shrinking.&lt;br /&gt;&lt;br /&gt;用這種布縫衣,務必考慮到洗後會縮水。&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-4529038217335107527?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/4529038217335107527/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/test.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/4529038217335107527'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/4529038217335107527'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/test.html' title='單字'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-6974947160492190163</id><published>2009-11-01T07:45:00.000-08:00</published><updated>2009-11-11T11:05:06.252-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><title type='text'>3ds max   X鍵 居然無效？</title><content type='html'>&lt;a href="http://www.flickr.com/photos/superbtman2/4064675208/" title="Flickr 上 superbtman@kimo.com 的 3dsmax 010_X鍵"&gt;&lt;img src="http://farm3.static.flickr.com/2686/4064675208_f09c0ef399_o.jpg" alt="3dsmax 010_X鍵" height="42" width="236" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;一直以來，按X鍵等於按下這個功能&lt;br /&gt;結果2009居然不同步&lt;br /&gt;害我的X鍵 居然無效&lt;br /&gt;原來是動到這個&lt;br /&gt;&lt;br /&gt;還有，我的max 2009的O鍵竟然也沒有反應&lt;br /&gt;O鍵的用途是，視角旋轉時所有物件都會以“線框的BOX”模式來顯示，藉以減輕顯示的負擔，東西一但多又複雜的時候很好用！&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-6974947160492190163?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/6974947160492190163/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/x.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/6974947160492190163'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/6974947160492190163'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/x.html' title='3ds max   X鍵 居然無效？'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-6192017604306485153</id><published>2009-11-01T07:36:00.000-08:00</published><updated>2009-11-11T10:47:24.660-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><title type='text'>3ds max 筆記</title><content type='html'>(1)&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4063845235/" title="Flickr 上 superbtman@kimo.com 的 3dsmax 007_關掉線框模式會比較省資源"&gt;&lt;img src="http://farm3.static.flickr.com/2708/4063845235_f93f126ae0_o.jpg" width="480" height="659" alt="3dsmax 007_關掉線框模式會比較省資源" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;按 F3 會切換 面 和 純線框 的模式&lt;br /&gt;&lt;br /&gt;在 有面的顯示下&lt;br /&gt;按 F4 切換 有沒有線框 的模式&lt;br /&gt;&lt;br /&gt;但&lt;br /&gt;關掉線框模式會比較省資源&lt;br /&gt;較不會累格&lt;br /&gt;&lt;br /&gt;(2)&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4064593998/" title="Flickr 上 superbtman@kimo.com 的 3dsmax 007_關鍵影格模式"&gt;&lt;img src="http://farm3.static.flickr.com/2712/4064593998_c021e8ddc6_o.jpg" width="128" height="48" alt="3dsmax 007_關鍵影格模式" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;使用這個 Key Mode Toggle 模式 以後&lt;br /&gt;按“”就會直接跳關鍵影格&lt;br /&gt;&lt;br /&gt;(3)&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4064594122/" title="Flickr 上 superbtman@kimo.com 的 中心點 與形狀 校調"&gt;&lt;img src="http://farm3.static.flickr.com/2737/4064594122_6e0f6094d6_o.jpg" width="172" height="256" alt="中心點 與形狀 校調" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;這裡是改變 中心點與形狀 之間的關係，也就是說，如果按下Transrom and Scale 那他的旋轉和大小 就會變成 Poly 本身的型態。&lt;br /&gt;&lt;br /&gt;(4)&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4064593474/" title="Flickr 上 superbtman@kimo.com 的 3dsmax 007_歸零"&gt;&lt;img src="http://farm3.static.flickr.com/2553/4064593474_17f1b74fae_o.jpg" width="297" height="274" alt="3dsmax 007_歸零" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;物件座標真正的歸零&lt;br /&gt;使用Link之後，X,Y,Z 的(0,0,0)&lt;br /&gt;就以Parent物件的中心點為主&lt;br /&gt;&lt;br /&gt;如果想要“以當前物件自身為中心點”&lt;br /&gt;當作“XYZ軸的起始值(0,0,0)”&lt;br /&gt;就用上圖的Freeze Transform&lt;br /&gt;以及 Freeze Rotation&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-6192017604306485153?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/6192017604306485153/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3ds-max.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/6192017604306485153'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/6192017604306485153'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/11/3ds-max.html' title='3ds max 筆記'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-4136047501127294317</id><published>2009-10-27T23:13:00.001-07:00</published><updated>2009-10-28T09:31:24.028-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><title type='text'>MAYA 2009 10/22 課堂</title><content type='html'>&lt;a href="http://tw.dictionary.yahoo.com/search?ei=UTF-8&amp;amp;p=%E6%AD%A6%E5%99%A8#"&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/lp9i2Z2yZvI&amp;amp;hl=zh_TW&amp;amp;fs=1&amp;amp;"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/lp9i2Z2yZvI&amp;amp;hl=zh_TW&amp;amp;fs=1&amp;amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;1. 前半段：說明線條標示IK方向的方式，如何控制線條上的“點”→ cluster 。&lt;br /&gt;&lt;br /&gt;2. 後半段：脊椎的架法。&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-4136047501127294317?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/4136047501127294317/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/10/maya20091022.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/4136047501127294317'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/4136047501127294317'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/10/maya20091022.html' title='MAYA 2009 10/22 課堂'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-2110426914713947925</id><published>2009-10-19T13:19:00.000-07:00</published><updated>2009-11-16T08:56:50.736-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><title type='text'>3dsmax_hotkey_快捷鍵</title><content type='html'>Q-箭頭&lt;br /&gt;W-移動&lt;br /&gt;E-旋轉&lt;br /&gt;R-縮放&lt;br /&gt;&lt;br /&gt;M-打開材質球&lt;br /&gt;N-開啟Auto key(自動設置關鍵影格)&lt;br /&gt;I-編輯點 對到畫面中央&lt;br /&gt;Z-選取對象  對到畫面中央&lt;br /&gt;X-游標顯示與否的切換&lt;br /&gt;A-旋轉角度鎖點&lt;br /&gt;S-位置鎖點&lt;br /&gt;G-開關格點背景&lt;br /&gt;H-打開物件表單&lt;br /&gt;K-設置關鍵影格&lt;br /&gt;V-切換視窗視角&lt;br /&gt;J-切換是否顯示選取時的白框&lt;br /&gt;&lt;br /&gt;F2- 切換選取的面是否全紅或線框紅&lt;br /&gt;F3- 切換 線框模式 / smooth+Highlight模式 &lt;br /&gt;F4- smooth+Highlight下 是否開啟 線框&lt;br /&gt;F9- 渲染單張&lt;br /&gt;F10- 開啟渲染設定&lt;br /&gt;F12- 開啟Transform Type-In 視窗&lt;br /&gt;&lt;br /&gt;“ [ ”畫面放大前進&lt;br /&gt;“ ] ”畫面縮小後退&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;數字鍵12345 - Modify的層級&lt;br /&gt;&lt;br /&gt;Ctrl + C 創建攝影機 “C”視窗切換成攝影機&lt;br /&gt;&lt;br /&gt;Ctrl + B 物件 切換 物件層級&lt;br /&gt;Ctrl + D 取消選取&lt;br /&gt;Ctrl + V 原地複製&lt;br /&gt;(會選取到複製出的對象;Maya的Ctrl + D)&lt;br /&gt;&lt;br /&gt;Ctrl + L 切換燈光(預設；場景燈)&lt;br /&gt;Alt + W 切換縮放螢幕“單視窗或多視窗”(類似MAYA的空白鍵)&lt;br /&gt;Ctrl + X 切換全螢幕&lt;br /&gt;&lt;br /&gt;選取物件 Alt + X 把物件預覽變成穿透效果 See-Through&lt;br /&gt;&lt;br /&gt;“-”和“=”分別是 位移(旋轉、縮放)的 游標 放大和縮小，“x”鍵是隱藏起來&lt;br /&gt;“x”鍵隱藏起來的話，可以用F5、F6、F7、F8來切換移動方向&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;“ &gt; ” 下一個影格&lt;br /&gt;“ &lt; ” 上一個影格&lt;br /&gt;“ / ” 播放影格&lt;br /&gt;&lt;br /&gt;按下 Key Mode Toggle 即轉為關鍵影格模式&lt;br /&gt;&lt;br /&gt;“ &gt; ” 下一個關鍵影格&lt;br /&gt;“ &lt; ” 上一個關鍵影格&lt;br /&gt;&lt;br /&gt;Home鍵 - 影格首格&lt;br /&gt;End 鍵 - 影格末格&lt;br /&gt;&lt;br /&gt;Ctrl + Alt +中鍵 on時間軸 可以拖移時間軸(同時改變起始點與終點)&lt;br /&gt;Ctrl + Alt +左鍵 on時間軸 改變“起點”時間&lt;br /&gt;Ctrl + Alt +右鍵 on時間軸 改變“終點”時間&lt;br /&gt;&lt;br /&gt;------------------------------------------&lt;br /&gt;&lt;br /&gt;shift + T 打開 Asset Tracking 視窗&lt;br /&gt;Alt + Ctrl + O 打開explorer視窗&lt;br /&gt;shift + Q 正式算圖 (跟F9只算單張不一樣)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-2110426914713947925?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/2110426914713947925/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/10/3dsmaxhotkey.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/2110426914713947925'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/2110426914713947925'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/10/3dsmaxhotkey.html' title='3dsmax_hotkey_快捷鍵'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-7915342023475712401</id><published>2009-10-19T04:14:00.000-07:00</published><updated>2009-10-22T11:11:44.964-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><title type='text'>Maya_Rigging</title><content type='html'>骨架Rigging的架法&lt;br /&gt;&lt;br /&gt;Joint(連結點;關節)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4025898840/" title="Flickr 上 superbtman@kimo.com 的 Maya_1015_01"&gt;&lt;img src="http://farm3.static.flickr.com/2607/4025898840_7172b8ced4_o.jpg" alt="Maya_1015_01" height="50" width="198" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;1. 首先在Animation模式下，選取Skeleton &gt; Joint Tool&lt;br /&gt;然後會出現拉骨架的點 Joints 一拉可以直接拉出 bones 來&lt;br /&gt;※ 這裡課堂上不是直接拉的，而是點出第一個Joint之後Enter&lt;br /&gt;然後用Ctrl+D複製 先把位置對好 然後用 p(按鍵小寫p)做連結拉出bones來&lt;br /&gt;&lt;br /&gt;2. 認識連結方式(max的Link;Maya的Parent)&lt;br /&gt;&lt;br /&gt;※ p 的連結使用方法(功能相當於max的Link)&lt;br /&gt;先選“子”物件再選 “母”物件，然後下小寫p&lt;br /&gt;選擇“子”物件 按下大寫 P 就會取消連結&lt;br /&gt;(選子與母要按下shift一起選擇)&lt;br /&gt;&lt;br /&gt;※ 第二種 類似連結的方法 是 Constrain 約束 (也類似max的約束方式)&lt;br /&gt;這裡是先選“母”要控制的對象&lt;br /&gt;再選“子”被控制的對象&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4025898934/" title="Flickr 上 superbtman@kimo.com 的 Maya_1015_02"&gt;&lt;img src="http://farm3.static.flickr.com/2745/4025898934_f788c42d57_o.jpg" alt="Maya_1015_02" height="278" width="193" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;概念是驅動：以“母” Constrain的約束來 驅動 “子”&lt;br /&gt;&lt;br /&gt;如：Point(位置)、Orient(方向)、Pole Vector(這個是IK方向)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4025899012/" title="Flickr 上 superbtman@kimo.com 的 Maya_1015_03"&gt;&lt;img src="http://farm3.static.flickr.com/2424/4025899012_8df744fd96_o.jpg" alt="Maya_1015_03" height="162" width="174" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;取消約束：&lt;br /&gt;選取被約束的物件，到Channel Box裡面，然後數值為藍色的&lt;br /&gt;就是被約束的數值，選取要被解約的數值，然後按右鍵&lt;br /&gt;點選Break Connections 就會取消約束。&lt;br /&gt;&lt;br /&gt;3. 把骨架架好之後，使用IK&lt;br /&gt;(1)先選擇 Skeleton &gt; IK Handle Tool 之後&lt;br /&gt;(2)選取有連結關係的Bone，先選母或子皆可&lt;br /&gt;最後用Curves畫圓圈設置控制器&lt;br /&gt;&lt;br /&gt;&lt;span style="text-decoration: underline;"&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4025148095/" title="Flickr 上 superbtman@kimo.com 的 Maya_1015_04"&gt;&lt;img src="http://farm3.static.flickr.com/2615/4025148095_f3e385a319.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/a&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4025148273/" title="Flickr 上 superbtman@kimo.com 的 Maya_1015_06_腳尖Rig"&gt;&lt;img src="http://farm3.static.flickr.com/2606/4025148273_92cc381a0e.jpg" alt="Maya_1015_06_腳尖Rig" height="251" width="500" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;控制器 與 Locator(類似max的point; Maya Create&gt;Locator)&lt;span style="text-decoration: underline;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4025899396/" title="Flickr 上 superbtman@kimo.com 的 Maya_1015_08_Locator"&gt;&lt;img src="http://farm3.static.flickr.com/2631/4025899396_1fd78dfcd8_o.jpg" alt="Maya_1015_08_Locator" height="220" width="220" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;都要將數值歸零&lt;span style="text-decoration: underline;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;5.如何控制線條上的“點”→ cluster (群組)&lt;br /&gt;線條上的“點”是無法做動畫的，因此選不到&lt;br /&gt;使用 Create Deformers &gt; cluster&lt;br /&gt;可以將要控制的點選取，然後cluster成一個控制點，&lt;br /&gt;在點旁邊會出現一個“C”的符號&lt;br /&gt;這個“C”即可以做動畫。&lt;span style="text-decoration: underline;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/4025148313/" title="Flickr 上 superbtman@kimo.com 的 Maya_1015_07_cluster"&gt;&lt;img src="http://farm3.static.flickr.com/2770/4025148313_06517b80de_o.jpg" alt="Maya_1015_07_cluster" height="113" width="131" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-7915342023475712401?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/7915342023475712401/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/10/mayarigging.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/7915342023475712401'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/7915342023475712401'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/10/mayarigging.html' title='Maya_Rigging'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://farm3.static.flickr.com/2615/4025148095_f3e385a319_t.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-7880270453608109658</id><published>2009-10-18T10:14:00.000-07:00</published><updated>2009-11-11T10:50:53.227-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='else'/><title type='text'>動作校調</title><content type='html'>與學長約略談過 調動作的 一些順序&lt;br /&gt;調動作的時候，時間都是靜止的，要把Pose放再哪一格是生動必備需求&lt;br /&gt;-----------&lt;br /&gt;動作調整順序&lt;br /&gt;&lt;br /&gt;1.先調屁股(中心)&lt;br /&gt;&lt;br /&gt;2.再調腳(重心)&lt;br /&gt;&lt;br /&gt;3.之後調上半身(跟隨)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;先調 大動作(接觸點)  (可能要全身設Key)&lt;br /&gt;&lt;br /&gt;Time點正確後 (紀錄正確關鍵點表格)&lt;br /&gt;&lt;br /&gt;再調 次動作(重心轉移點)&lt;br /&gt;&lt;br /&gt;最後做微調~~!!!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-7880270453608109658?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/7880270453608109658/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/10/pose-1.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/7880270453608109658'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/7880270453608109658'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/10/pose-1.html' title='動作校調'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-6178275309329748092</id><published>2009-10-14T00:18:00.000-07:00</published><updated>2009-10-14T00:23:03.980-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><title type='text'>Maya筆記本_001</title><content type='html'>● 設定工作資料夾&lt;br /&gt;   File&gt; Project &gt; New Project&lt;br /&gt;   (※貼圖放在Sourceimages)&lt;br /&gt;&lt;br /&gt;● 右下角 有偏好設定 可以叫出想要的組件 和設定偏好&lt;br /&gt;&lt;br /&gt;● 設置捷徑 → Ctrl+Shit+左(點擊選單)&lt;br /&gt;   (中鍵拖曳可以丟垃圾筒刪除)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;--------------------&lt;br /&gt;&lt;br /&gt;Moding&lt;br /&gt;&lt;br /&gt;● F8選取物件 F9點 F10線 F11面&lt;br /&gt;&lt;br /&gt;● 上方選單Mesh &gt; Combine → 兩個物件合為一個&lt;br /&gt;   類似Max的 Attach&lt;br /&gt;&lt;br /&gt;● 上方選單Mesh &gt; Fill Hole → 填滿缺口&lt;br /&gt;   類似Max的Cap&lt;br /&gt;&lt;br /&gt;● 鏡射 → Ctrl+D 然後 Scale調成-1&lt;br /&gt;&lt;br /&gt;● N → 打開Soft Select功能&lt;br /&gt;&lt;br /&gt;● V → 吸點 吸物件上的點&lt;br /&gt;&lt;br /&gt;● G → 重覆上一個動作&lt;br /&gt;&lt;br /&gt;● 1 → 物件原本的Poly面; 3→Smooth&lt;br /&gt;&lt;br /&gt;●  Modify &gt; Convert &gt; Smooth Mesh PreView to Polygons&lt;br /&gt;   (類似Max的Meshsmooth功能)&lt;br /&gt;&lt;br /&gt;● 選取 點、線、面 &gt; Ctrl+右鍵 → 其他附選項&lt;br /&gt;&lt;br /&gt;● Animation模式下 &gt; Create Deformes &gt; Lattice&lt;br /&gt;   右鍵 &gt; Lattice Point → 可塑型&lt;br /&gt;&lt;br /&gt;● Edit &gt; Delete by Type &gt; History → 應用當前形狀(刪除過去編輯設定)&lt;br /&gt;   (快捷鍵Alt+D 必須選取物件模式)&lt;br /&gt;&lt;br /&gt;● 左列Tool選單 &gt; Soft Modification Tool →&lt;br /&gt;&lt;br /&gt;----------------&lt;br /&gt;&lt;br /&gt;材質&lt;br /&gt;Window &gt; Rendering Editors &gt; Hypershade&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;1.AO&lt;br /&gt;&lt;br /&gt;2.HDRI&lt;br /&gt;&lt;br /&gt;3.Camara&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-6178275309329748092?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/6178275309329748092/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/10/maya001.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/6178275309329748092'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/6178275309329748092'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/10/maya001.html' title='Maya筆記本_001'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-4593879432281833512</id><published>2009-09-21T12:12:00.000-07:00</published><updated>2009-11-11T10:47:24.660-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><title type='text'>3Dsmax-存檔偏好</title><content type='html'>&lt;a href="http://www.flickr.com/photos/superbtman2/3832380459/" title="Flickr 上 superbtman@kimo.com 的 3ds max NOTE003"&gt;&lt;img src="http://farm4.static.flickr.com/3550/3832380459_06241fbe55_o.jpg" alt="3ds max NOTE003" height="540" width="534" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;這裡有兩項每次必調的功能：&lt;br /&gt;&lt;br /&gt;1. Convert local file paths to Relative：&lt;br /&gt;這一個選項是將檔案連結(例如貼圖)，從“絕對路徑”改成“相對路徑”，如果要在不同電腦製作，檔案要搬來搬去，這個選項很好用，會從存檔的地方當起點然後找相對路徑，才不會搬到另一台電腦就找不到檔。&lt;br /&gt;&lt;br /&gt;2.Auto Backup：&lt;br /&gt;自動存檔功能，可以調整的功能分別為“存檔的檔案數量”、“多久存一次(每幾分鐘)”、“存檔命名”，關於多久存一次，檔案很小就沒什麼感覺，萬一製作到檔案很大(大約20MB以上)的時候，存檔的速度就會耗費個2、3秒，如果設定存檔頻率過高的話，就很有可能會有討厭的感覺。&lt;br /&gt;-------------------&lt;br /&gt;2009/9/21&lt;br /&gt;說到檔案路徑，Convert local file paths to Relative在max 2009又怪怪的...&lt;br /&gt;會找不到檔案，存檔後重開好像又可以，一整個怪咧！&lt;br /&gt;&lt;br /&gt;更玄的事情是，如果設置為預設的“絕對路徑”時&lt;br /&gt;“有時候”3ds max 2009的連結路徑裡(如：D:/***/***.jpg 之類)的圖檔，把它“刪除”或“換位置”竟然max裡面材質還是有圖??&lt;br /&gt;但是連結明明找不到圖啊(我明明刪了啊？)，而且max檔案也沒有增加(代表應該不會是把圖檔包到max檔案裡面去了啊!)真是活見鬼了~~!!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-4593879432281833512?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/4593879432281833512/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/08/3dsmax.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/4593879432281833512'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/4593879432281833512'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/08/3dsmax.html' title='3Dsmax-存檔偏好'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-7611040648470851597</id><published>2009-08-21T03:05:00.000-07:00</published><updated>2009-11-11T10:47:24.661-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><title type='text'>3ds max</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_DI4-UMgs-SA/R4pAU6C0BzI/AAAAAAAAAs0/oxbh5z8wbt4/s1600-h/motion+mixer.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_DI4-UMgs-SA/R4pAU6C0BzI/AAAAAAAAAs0/oxbh5z8wbt4/s320/motion+mixer.jpg" alt="" id="BLOGGER_PHOTO_ID_5155003451401570098" border="0" /&gt;&lt;/a&gt;The Motion Mixer allows you to combine motion data for biped and non-biped  objects.&lt;br /&gt;&lt;br /&gt;這是max一個動畫混合器，可以像編輯多種不同的動作在Bip上&lt;br /&gt;&lt;br /&gt;將你的bip儲存成檔然後載入混合器，混合各種動作在套用致選定的Bip上。&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-7611040648470851597?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/7611040648470851597/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/08/3ds-max.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/7611040648470851597'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/7611040648470851597'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/08/3ds-max.html' title='3ds max'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_DI4-UMgs-SA/R4pAU6C0BzI/AAAAAAAAAs0/oxbh5z8wbt4/s72-c/motion+mixer.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-9168811237637695782</id><published>2009-08-21T03:03:00.001-07:00</published><updated>2009-08-21T03:03:51.837-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Bodypaint'/><title type='text'>Bodypaint_3D</title><content type='html'>&lt;a href="http://www.maxon.net/pages/products/bodypaint3d/bodypaint3d_e.html"&gt;Ｂｏｄｙｐａｉｎｔ　３Ｄ　官網&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://picasaweb.google.com/lh/photo/AQJWyMdAwhHYSlpElNKsyQ?authkey=snTbsTSQuIE&amp;amp;feat=embedwebsite"&gt;&lt;img src="http://lh4.ggpht.com/_DI4-UMgs-SA/SaaPt89KJKI/AAAAAAAACAg/_Vp2087x5d4/s400/%E5%9F%BA%E6%9C%ACpaint%E5%8A%9F%E8%83%BD.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;Bodypaint的使用畫面，這真的是一個非常好用的貼圖繪製軟體&lt;br /&gt;以下是我最近使用的小筆記，很像3D版的PhotoShop喔！&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;仔細看上圖，直接繪製在模型上，它就可以幫你對到貼圖對應的UVW位置上喔！&lt;br /&gt;一般而言，由於貼圖都是2D的，在Photoshop當中繪製貼圖實在相當不直覺，即使UVW拆的多漂亮都還是很不方便，尤其是還會有“接縫”！ 光是這一點就令人相當頭大。&lt;br /&gt;&lt;br /&gt;上次碰到這個問題，就是在做老師指定的“漂亮的女人”的貼圖時，為此煩惱了一陣子，如何消去UVW的紋理接縫？為了解決這個問題，上網爬文之後發現有兩個專門在3D當中畫貼圖的軟體： BodyPaint  and  DeepPaint。&lt;br /&gt;&lt;br /&gt;其實，一般雕細部磨型常用的Zbrush &amp;amp;  Mudbox 都可以繪製貼圖，但未何我還是要專門介紹BodyPaint呢？其實原因很簡單：  因為我高興&lt;br /&gt;&lt;br /&gt;沒錯！因為我用得比其他軟體來得&lt;/span&gt;&lt;span class="fullpost"&gt;高興&lt;/span&gt;&lt;span class="fullpost"&gt;    1.因為它可以直接讀Photoshop的 .PSD檔，而且連圖層和遮罩都完整讀入，實在是方便得不得了。  2. 它在Max、Maya都有一個外掛，可以直接把作一半的模型直接(不需先輸出另存)放到Bodypaint裡開始畫。  (Deeppaint也有類似功能，選一套用即可)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://picasaweb.google.com/lh/photo/EBfMEcSIVV2HRVY6LZkj6w?authkey=snTbsTSQuIE&amp;amp;feat=embedwebsite"&gt;&lt;img src="http://lh4.ggpht.com/_DI4-UMgs-SA/SaaPs7ZC44I/AAAAAAAACAI/xCH5t6rt0zk/s800/%E5%A6%82%E4%BD%95%E8%AE%80%E5%9C%96.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;上面是設定材質圖檔讀入的位置，建議用Psd檔，連圖層、遮罩都可以用喔！&lt;br /&gt;&lt;br /&gt;&lt;a href="http://picasaweb.google.com/lh/photo/KBnu1LE1YAsMnc11wE4Z8w?authkey=snTbsTSQuIE&amp;amp;feat=embedwebsite"&gt;&lt;img src="http://lh5.ggpht.com/_DI4-UMgs-SA/SaaPsRJdqXI/AAAAAAAACAA/XBCHEwqUyaM/s800/%E5%A6%82%E4%BD%95%E5%AD%98%E5%9C%96.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;畫好以後設定儲存的地方&lt;br /&gt;&lt;br /&gt;&lt;a href="http://picasaweb.google.com/lh/photo/IxkNxiEMxH-WXQg5cHo0BA?authkey=snTbsTSQuIE&amp;amp;feat=embedwebsite"&gt;&lt;img src="http://lh4.ggpht.com/_DI4-UMgs-SA/SaaPtMZNBsI/AAAAAAAACAQ/Mv5RIAR_TGc/s800/Attributes.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;這個面板是很多工具的校調，圖為筆刷的調整，也可以設定感壓&lt;br /&gt;※感壓筆必須先在偏好設定當中開啟。&lt;br /&gt;&lt;a href="http://picasaweb.google.com.tw/lh/photo/edaIDF8DRiGnQwSUNoha6Q?authkey=snTbsTSQuIE&amp;amp;feat=directlink"&gt;如何開感壓&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://picasaweb.google.com/lh/photo/kxbiy3_5jy9O_Lt4glMZBg?authkey=snTbsTSQuIE&amp;amp;feat=embedwebsite"&gt;&lt;img src="http://lh5.ggpht.com/_DI4-UMgs-SA/SaaPtasJOSI/AAAAAAAACAY/KGRLvcHkYC0/s800/%E5%A6%82%E4%BD%95%E8%A8%AD%E5%AE%9A%E9%A1%8F%E8%89%B2%E8%B2%A8%E8%B2%BC%E5%9C%96.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;左邊是繪製材質圖片Texture Paint，右邊是繪製顏色 Solid Color。&lt;br /&gt;－－－－－－－－－－－－－－－－&lt;br /&gt;上面是自己的備忘記錄&lt;br /&gt;總之，他的功能就類似把PhotoShop的畫布變成３D的，雖然Photoshop 在CS3　以後追加了支援３D的功能，已經開啟了繪製３D物件的方便，但是功能還是過於陽春，Bodypaint的功能極度強大，Photoshop該有的都有了，以後繪製貼圖可以變得又快又好。&lt;br /&gt;&lt;br /&gt;其實，畫貼圖本來就不應該用Photoshop的啊！&lt;br /&gt;人總是有過去的嘛．．．．&lt;br /&gt;【END】&lt;/span&gt;【↓】&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-9168811237637695782?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/9168811237637695782/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/08/bodypaint3d.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/9168811237637695782'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/9168811237637695782'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/08/bodypaint3d.html' title='Bodypaint_3D'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/_DI4-UMgs-SA/SaaPt89KJKI/AAAAAAAACAg/_Vp2087x5d4/s72-c/%E5%9F%BA%E6%9C%ACpaint%E5%8A%9F%E8%83%BD.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-939222723064539496</id><published>2009-08-20T23:45:00.000-07:00</published><updated>2009-11-11T10:43:48.398-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Unknown words'/><title type='text'>3Dsmax-生字</title><content type='html'>Symmertrical(對稱的)&lt;br /&gt;Opposite(相反的/對面的)&lt;br /&gt;Adaptive Degradation&lt;br /&gt;Quaternion(四元數)/Euler&lt;br /&gt;By Velocity(速度;快速)&lt;br /&gt;&lt;br /&gt;Restructure biped to match file&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-939222723064539496?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/939222723064539496/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/08/3dsmax_20.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/939222723064539496'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/939222723064539496'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/08/3dsmax_20.html' title='3Dsmax-生字'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4118126550990888769.post-1478877778243098485</id><published>2009-08-20T10:16:00.000-07:00</published><updated>2009-11-11T10:47:24.661-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds max'/><title type='text'>3ds max-Biped筆記</title><content type='html'>&lt;a href="http://www.flickr.com/photos/superbtman2/3818244980/" title="Flickr 上 superbtman@kimo.com 的 3ds max NOTE001"&gt;&lt;img src="http://farm4.static.flickr.com/3510/3818244980_65b7452295_o.jpg" width="210" height="246" alt="3ds max NOTE001" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/3817464351/" title="Flickr 上 superbtman@kimo.com 的 3ds max NOTE002"&gt;&lt;img src="http://farm3.static.flickr.com/2600/3817464351_1c4df7efeb.jpg" width="500" height="395" alt="3ds max NOTE002" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/superbtman2/3832379565/" title="Flickr 上 superbtman@kimo.com 的 MaxNote"&gt;&lt;img src="http://farm4.static.flickr.com/3161/3832379565_9bfce10ed1.jpg" width="463" height="500" alt="MaxNote" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4118126550990888769-1478877778243098485?l=my3dnote.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://my3dnote.blogspot.com/feeds/1478877778243098485/comments/default' title='張貼意見'/><link rel='replies' type='text/html' href='http://my3dnote.blogspot.com/2009/08/3ds-max-biped.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/1478877778243098485'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4118126550990888769/posts/default/1478877778243098485'/><link rel='alternate' type='text/html' href='http://my3dnote.blogspot.com/2009/08/3ds-max-biped.html' title='3ds max-Biped筆記'/><author><name>superbtman</name><uri>http://www.blogger.com/profile/08900204501063934661</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/-oqHD0dgHnA4/TbmLVCc74uI/AAAAAAAACQk/3Wo8Ekvhw4Q/s220/001.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://farm3.static.flickr.com/2600/3817464351_1c4df7efeb_t.jpg' height='72' width='72'/><thr:total>0</thr:total></entry></feed>
