Blender Basics for Game Characters - 图文(6)
移动 可以使用G键从一个位置到另一个位置。当你按下G键 再按X,Y,Z键你将沿着X,Y,Z轴移动物体。移动是抓取物体来移动的。
Scale You’ll use the S key for scaling. LMB-click to place your object in its new location, and then press the S key to activate the Scale tool. Scaling makes objects larger or smaller by moving the mouse. As with the Translate tool, you can constrain this transformation to each of the three axes.
缩放 你可以使用S键来缩放,鼠标左键单击以要缩放你的物体,然后按S键激活缩放工具。通过移动鼠标放大或缩小物体。同样的作为变换工具你可以和前面介绍的那样约束在轴缩放物体。
Rotate LMB-click again to apply the scaling to your object, and then press the R key to rotate the object. Again like Translate and Scale, rotation can be confined to a specific axis rather than just happening in relation to the viewport angle. If you press Z when rotating, for example, the object will rotate around the z-axis. If you are in orthogonal view, the object will rotate in relation to that view. Understanding how this works is a useful skill to have.
旋转 在要旋转的物体上点击鼠标左键,然后按R键旋转物体。像移动和缩放工具那样都可以限定在特别的轴旋转而不是沿着视图角度旋转。如果你按Z键,物体就将沿Z轴旋转。如果你是在正交视图,旋转是和视图相关的。知道这个对于你的工作是很有帮助的。 When you are finished, press the Tab key with an object selected to enter Edit mode for the object. This is the mode in which you will manipulate the vertices, edges, and polygons/faces of the mesh’s topology. I’ll explain how to work in this mode later in the chapter in the section, “Making a Simple Block Character.”
当你完成时,按TAB键进入到编辑模式。在这个模式你可以控制网格的顶点,边,和面。在后面的我将使用“Making a Simple Block Character.”来解释它是怎么工作的。
Now that you have manipulated objects in Blender, you can explore some additional options in the Properties editor.
现在你会在Blender操纵物体,你选择可以继续学习下属性编辑窗口的选项。 Using the Properties Editor 使用属性编辑窗口
In the default Blender layout, the Properties editor is found on the right side of the screen. Its selection of panels and options/buttons can seem overwhelming, but the editor is incredibly powerful for those who know their way around it. This section will put you on the path to being such a Blender user.
在默认的Blender布局,你可以再屏幕的右边发现属性编辑窗口。它的部分面板和选项,但知道方法后属性编辑窗口是无比强大的。这部分将让你成为一个Blender用户。
It is important to know that the workspace inside the Properties editor is context sensitive, meaning the buttons and functions inside it will change depending on what object or objects you have selected in Blender.
知道属性编辑区的上下文标签是很重要的,里面的内容会根据你的选择有所改变。
The Properties editor can have up to 11 contexts, or individual editors, shown at one time (see Figure 2.13), so this section will merely provide an overview. You will use them more thoroughly elsewhere in the book. Some of the more useful Properties windows are (as displayed in Blender from left to right):
属性编辑区有11个上下文标签,或是有11个独立的编辑区,(见图2.13),这里不过是对这些的预览,你将在本书的其它部分了解更多一些更有用的属性窗口(从左到右的显示)
Figure 2.13 The contexts available in the Properties editor
Render The panel for this context resembles a camera. This context contains the options for rendering images and animations. Here you will find Output Size, Location, File Format, and other options that will affect the quality of renders. You will also find the Bake command, which will prove useful later in the book when you sculpt the surface of your model.
渲染 这个面板的图标如相机。包含一些渲染和动画选项。在这里你将找到输出尺寸(Output Size)位置(Location),文件格式(File Format)和其它的影响渲染品质的选项。你都可以找到烘焙(Bake)命令,在本书后面将讲解它的用处。
World The panel for this context resembles a globe. This context contains a series of options that change the background and overall look of your renders.
世界 这个面本的图标像一个地球。包含一系列的改变背景和渲染整体选项的内容。
Object The panel for this context resembles an orange cube by default. Here you’ll find options for the transformation and display of individual objects.
物体 这个面板图标类型一个默认的橙色立方体。在这里你可以找到每一个独立物体的显示和变换选项。
Constraints The panel for this context resembles two links of a chain. At first it looks like it contains a simple drop-down. However, that drop-down contains a great many options that limit the transformations an object can have and how they interact with others. These will be important when you’re rigging models for animation.
约束 这个面板图标像2个链,最先看起来是一个下拉菜单,里面包含许多限制一个物体变换的和它们之间相互作用的选项。当你为你的模型绑定做动画时是很重要的。
Modifiers The panel for this context resembles a wrench. Like the Constraints menu it at first appears to have a simple drop-down menu. The options within that context can greatly enhance the look of your model. You will begin working with this context later in this chapter in the section “Making a Simple Block Character.”
修改 这个面板图标像一个扳手。像约束面板一样开始都是一个简单的下拉菜单。这些选项可以改变你的模型。在本章的“Making a Simple Block Character.”你将使用它工作。 Materials The panel for this context resembles a sphere with a checker pattern on it. This context contains the options for manipulating shaders to create realistic materials.
材质 这个面板的图标像一个棋盘格的球体。包含一些创建真实材质的着色器。
Textures The panel for this context resembles a checkerboard. Here you can edit the options for image textures applied to materials.
纹理 这个面板图标是棋盘格。这里可以编辑图像纹理。
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