maya中英文对照_Maya2012中英文对照表 (4)
5、Rendering渲染
Lighting/Shading燈光 著色
Material
Attributes材質(zhì)屬性
Assign New
Material指定新材質(zhì)
Assign
favorite material制定收藏材質(zhì)
blinn
Lambert朗伯(亮度單位)
Layered
shader分層著色器
Phong
Phong
E
Ramp
shader漸變著色器
Surface
shader表面著色器
Use
background使用背景
Automatic attribute editor自動屬性編輯器
Assign Existing
Material指定現(xiàn)有材質(zhì)
Lambert1
Paticlecloud1
Assign New Bake
Set指定新烘焙組
Texture
bake set紋理烘焙集
Vertex
bake set頂點(diǎn)烘焙集
Assign Bake (mental
ray)批量烘焙
Transfer
Maps轉(zhuǎn)移貼圖
Make Light
Links使用燈光鏈接
Break Light
Links斷開燈光鏈接
Select Objects
Illuminated by Light選擇對物體有作用的燈光
Select Lights
Illuminating Object選擇對這個物體起作用的燈光
Light Linking
Editor燈光鏈接編輯器
Light-Centric以燈光為準(zhǔn)
Object-Centric以物體為準(zhǔn)
Make Shadow
Links建立陰影鏈接
Break Shadow
Links斷開陰影鏈接
Select Objects Shadowed
by Light選擇能被這個燈光映射的物體
Select Lights Shadowing
Object選擇使這個物體投影的燈光
Texturing紋理
3D Paint
Tool3D描繪工具
Create PSD
Network創(chuàng)建PSD網(wǎng)絡(luò)
Edit PSD
Network編輯PSD網(wǎng)絡(luò)
Update PSD
Networks更新PSD網(wǎng)絡(luò)
Create Texture
Reference Object創(chuàng)建紋理參照物體
Delete Texture
Reference Object刪除紋理參照物體
Select Texture
Reference Object選擇紋理參照物體
NURBS Texture Placement
ToolNURBS紋理布置工具
Render渲染
Render Current
Frame渲染當(dāng)前幀
Redo Previous
Render重做上一渲染
IPR Pender Current
FrameIPR渲染當(dāng)前幀
Redo Previous IPR
Render重做上一交互超寫實(shí)渲染 (IPR)
Test
Resolution測試分辨率
Run Render
Diagnostics運(yùn)行渲染診斷
Set NURBS
Tessellation設(shè)置NURBS細(xì)化
Batch
Render批量渲染
Cancel Batch
Render解除批量渲染
Show Batch
Render顯示批量渲染
Export
Pre-Compositing出口預(yù)合成
Create
backburner job創(chuàng)建不重要的工作
Render
Using使用渲染器
Maya
software瑪雅軟件
Maya
hardwareMaya硬件
Maya
hardware2.0瑪雅hardware2.0
Mental
ray心理線
Maya
vector瑪雅向量
Toon卡通
Assign Fill
Shader指定填充著色器
Solid
Color單一顏色
Light
Angle Two Tone燈光角度雙色調(diào)
Shaded
Brightness Two Tone著色亮度雙色調(diào)
Shaded
Brightness Three Tone著色亮度三色調(diào)
Dark
Profile黑暗輪廓
Rim
Light邊緣光
Circle
Highlight高亮圓形
Assign
Outline指定輪廓
Add new
toon outline添加新的卡通輪廓
Remove
current toon outlines移除當(dāng)前卡通輪廓
Create
Modifier創(chuàng)建修改器
Set Camera Background
Color設(shè)置攝影機(jī)背景顏色
Persp透視圖
Front錢
Side側(cè)
Top頂部
Get Toon
Example獲取卡通范例
Reverse
Surfaces倒轉(zhuǎn)曲面
Assign Paint Effects
Brush to Toon Lines指定畫筆特效筆刷到卡通線條
Conver Toon To
Polygons轉(zhuǎn)換卡通為多邊形
Paint Line
Attributes描繪線條屬性
Line
Width線寬
Line
Offset線條偏移
Line
Opacity線條透明度
Profile
Color輪廓顏色
Crease
Color褶皺顏色
Border
Color邊界顏色
Stereo立體
Editor編輯器
Custom
sterom stereo rig自定義立體裝
Custom
multi rig自定義多重裝配
Creat創(chuàng)建
Stereo
camera立體攝影機(jī)
Multi
stereo rig多立體聲鉆機(jī)
Make links創(chuàng)建鏈接
Break links斷開鏈接
Paint Effects畫筆特效
Paint
Effects Tool畫筆特效工具
Make
Paintanle使可描繪
Get
Brush獲取筆刷
Template
Brush Settings樣板筆刷設(shè)置
Reset
Template Brush重設(shè)樣板筆刷
Flip
Tube Direction鏡像圓管方向
Paint on
Paintable
Objects描繪在可描繪的物體上
Paint on
View Plane描繪在視圖平面上
Apply
Settings to Last Stroke應(yīng)用設(shè)置到最后筆劃
Get
Settings from Selected Stroke從選定筆劃獲取設(shè)置
Apply
Settings to Selected Strokes應(yīng)用設(shè)置到選定筆劃
Share
One Brush分享一個筆刷
Remove
Brush Sharing移除筆刷共享
Select
Brush/Stroke Names Containing按名稱選擇筆刷/筆劃
Create
Modifier創(chuàng)建修改器
Brush
Animation筆刷動畫
Loop
Brush Animation循環(huán)筆刷動畫
Make
Brush Spring生成筆刷彈簧
Bake
Spring Animation烘焙彈性動畫
Curve
Utilities曲線工具
Simplify
Stroke Path Curves簡化畫筆路徑曲線
Set
Stroke Control Curves添加控制曲線
Attach
Brush to Curves使曲線成為筆刷路徑
Transfer
all strokes to new object將所有筆劃傳遞給新對象
Make
Pressure Curve添加壓力曲線
Auto
Paint自動描繪
Paint
Grid描繪柵格
Paint
Random隨機(jī)描繪
Paint
Effects Globals全局畫筆特效
Mesh
Quality Attributes網(wǎng)格質(zhì)量屬性
Preset
Blending預(yù)設(shè)混合
Save
Brush Preset保存筆刷設(shè)置
Fur毛皮
Attach Fur
Description附加毛皮描述
Edit Fur
Description編輯毛皮描述
Paint Fur
Attributes Tool描繪毛皮屬性工具
Update Fur
Maps更新毛皮貼圖
Fur
Description (more)毛皮描述(更多)
Create
Unattached創(chuàng)建獨(dú)立毛發(fā)
Detach分離
Duplicate復(fù)制
Dellete刪除
Select
Surfaces Attached to選擇毛發(fā)所附著的面
Reverse Fur
Normals翻轉(zhuǎn)毛皮法線
Offset Fur
Direction by偏移毛皮方向
Fur Shadowing
Attributes毛皮陰影屬性
Add
to Selected Light添加選定燈光
Remove
from Selected Light從選定燈光移除
Fur Render
Settings毛皮渲染設(shè)置
Attach Hair
System to Fur附加頭發(fā)系統(tǒng)到毛皮
Detach Hair
System from Fur從毛皮分離頭發(fā)系統(tǒng)
Edit Curve
Attractor
Set編輯曲線吸引器組
Set Start Position To設(shè)置開始位置為
Delete Curve
Attractor Set刪除曲線吸引器組
6、nDynamics
nParticles粒子
Create
nParticles創(chuàng)建粒子
nParticle
Tool粒子工具
Create
Emitter創(chuàng)建發(fā)射器
Emit
from Object從對象發(fā)射
Fill
Object填充對象
Points點(diǎn)
Balls球
Cloud云
Thick
Cloud厚云
Water水
Use Selected
Emitter使用選點(diǎn)發(fā)射器
Per-Point Emission
Rates逐點(diǎn)發(fā)射速率
Get nParticle
Example獲取粒子示例
Particle Collision
Event Editor粒子碰撞事件編輯器
Goal目標(biāo)
Instancer
(Replacement)實(shí)例化器(替換)
Sprite
Wizard精靈向?qū)?/p>
Create
Springs創(chuàng)建彈簧
nMesh
Create
Passive創(chuàng)建被動碰撞對象
Create
nCloth創(chuàng)建布料
Display Input
Mesh顯示輸入網(wǎng)格
Display Current
Mesh顯示當(dāng)前網(wǎng)格
Rest
Shape靜止形狀
Set
Rest to Start Shape將靜止形狀設(shè)置為初始狀
Connect
Input Mesh to Rest Shape將輸入網(wǎng)格連接到靜止形狀
Connect
Selected Mesh to Rest Shape將選定網(wǎng)格連接到靜止形狀
Get nCloth
Example獲取布料示例
Remove
nCloth移除布料
Delete
History刪除歷史記錄
Convert nCloth Output
Space轉(zhuǎn)化布料輸出空間
From
Local Space to World Space從局部空間到世界空間
From
World Space to Local Space從世界空間到局部空間
Paint Vertex
Properties繪制頂點(diǎn)特性
Collide
strength碰撞厚度
Thickness厚度
Bounce反彈
Friction摩擦力
Stickiness粘滯
Field
Magnitude場幅值
Mass質(zhì)量
Stretch拉伸
Bend彎曲
Bend
angle dropoff彎曲角度衰減
Restitution angle恢復(fù)角度
Damp阻尼
Wrinkle褶皺
Rigidity剛性
Deformability可變形性
Input
Attract輸入吸引
Rest
length scale靜止長度比例
Lift升力
Drag阻力
Tangential drag切向阻力
Paint Texture
Properties繪制紋理特性
Collide
strength
Thickness
Bounce
Friction
Stickiness
Field
Magnitude
Mass
Stretch
Bend
Bend
angle dropoff
Restitution angle
Damp
Wrinkle
Rigidity
Deformability
Input
Attract
Rest
length scale
Lift
Drag
Tangential drag
Convert Texture to
Vertex Map將紋理轉(zhuǎn)化為頂點(diǎn)貼圖
Collide
strength
Thickness
Bounce
Friction
Stickiness
Field
Magnitude
Mass
Stretch
Bend
Bend
angle dropoff
Restitution angle
Damp
Wrinkle
Rigidity
Deformability
Input
Attract
Restlength scale
Lift
Drag
Tangential drag
Convert Vertex to
Texture Map將頂點(diǎn)貼圖轉(zhuǎn)化為紋理貼圖
Collide
strength
Thickness
Bounce
Friction
Stickiness
Field
Magnitude
Mass
Stretch
Bend
Bend
angle dropoff
Restitution angle
Damp
Wrinkle
Rigidity
Deformability
Input
Attract
Rest
length scal
Lift
Drag
Tangential drag
nConstraint約束
Transform變換
Component to
Component部件到部件
Point to
Surface點(diǎn)到曲面
Slide on
Surface在曲面上滑動
Weld Adjacent
Borders焊接鄰近邊界
Force
Field力場
Attract to Matching
Mesh吸引匹配網(wǎng)格
Tearable
Surface可撕破曲面
Disable
Collision禁用碰撞
Exclude Collide
Pairs排除碰撞對
Remove Dynamic
Constraint移除動態(tài)約束
nConstraint Membership
Tool核子約束成員工具
Select
Members選擇成員
Replace
Members置換成員
Add
Members添加成員
Remove
Members移除成員
Paint
Properties by Vertex Map按頂點(diǎn)貼圖描繪特性
Strength 強(qiáng)度
Glue
Strength粘合強(qiáng)度
Weight重量
Paint
Properties by Texture Map按紋理貼圖描繪特性
Strength 強(qiáng)度
Glue
Strength粘合強(qiáng)度
Weight重量
Convert
Texture to Vertex Map轉(zhuǎn)換紋理為頂點(diǎn)貼圖
Strength 強(qiáng)度
Glue
Strength粘合強(qiáng)度
Weight重量
Convert
Vertex to Texture Map轉(zhuǎn)換頂點(diǎn)為紋理貼圖
Strength 強(qiáng)度
Glue
Strength粘合強(qiáng)度
Weight重量
nCache
Create New
Cache創(chuàng)建新緩存
Delete
Cache刪除緩存
Attach Existing Cache
File附加現(xiàn)有緩存文件
Disable All Caches On
Selected禁用選定的所有緩存
Enable All Cache On
Selected啟用選定的所有緩存
Replace
Cache置換緩存
Merge
Cache合并緩存
Append to
Cache附加到緩存
Replace Cache
Frame置換緩存幀
Deletc Cache
Frame刪除緩存幀
Transfer Cache To Input
Mesh轉(zhuǎn)移緩存到輸入網(wǎng)格
Paint Cache Weights
Tool描繪緩存權(quán)重工具
nSolver
Assign
Solver指定解算器
New
Solver新解算器
Initial
State初始狀態(tài)
Set
from Current從當(dāng)前設(shè)置
Set
from Mesh從網(wǎng)格設(shè)置
Relax
Initial State松弛初始狀態(tài)
Resolve
Interpenetration解決穿透
Clear
Initial State清除初始狀態(tài)
AE Display
aE顯示
Dynamic
Constraint Nodes動態(tài)約束節(jié)點(diǎn)
Material
Nodes材料的結(jié)
nComponent
Nodes節(jié)點(diǎn)
Property
Maps屬性映射
Transforms變換
Other
Non-Nucleus Nodes其他 節(jié)點(diǎn)
Interactive
Playback交互回放
Fields場
Air空氣場
Drag拖動力場
Gravity重力場
Newton牛頓力場
Radial放射場
Turbulence湍流
Uniform統(tǒng)一力場
Vortex旋渦力場
Volume
Axis體積軸
Volume
Curve體積曲線
Use Selected As Source
of Field使用選定對象作為場的來源
Affect Selected
Object(s)影響選定的物體
Muscle肌肉Muscles/Bones肌肉/骨骼
Muscle
Creator肌肉創(chuàng)造器
Convert
Surface to Muscle/Bone將表面肌肉/骨骼
Make
Capsule使膠囊
Make
Capsule with End Locator端定位器使膠囊
Add
End Locator to Capsule添加端定位器膠囊
Generate
Polygon Cylinders from Capsules從膠囊生成多邊形柱
Delete
Muscle Jiggle Cache刪除肌肉抖動緩存
Fix
Invalid Muscle Control修復(fù)無效的肌肉控制
Setup
master muscle control設(shè)置主肌肉控制
Simple
Muscles簡單的肌肉
Muscle
Builder肌肉建設(shè)者
Set
Muscle Parameters肌肉的參數(shù)設(shè)置
Apply
Muscle Spline Deformer適用肌樣條變形
Custom
Muscle Shapes自定義的肌肉的形狀
Reset
Base Pose for Muscle Spline Deformer肌樣條變形重置基礎(chǔ)構(gòu)成
Apply
Muscle Stretch Deformer適用于肌肉的伸展變形
Skin
Setup皮膚設(shè)置
Apply
Muscle System Skin Deformer肌肉的參數(shù)設(shè)置
Convert
Smooth Skin to Muscle System將光滑的皮膚肌肉系統(tǒng)
Re-Initialize
Setup Data on Muscle System重新初始化肌肉系統(tǒng)的設(shè)置數(shù)據(jù)
Bind
Fat on Muscle System結(jié)合脂肪對肌肉系統(tǒng)
Auto-Fix
Invalid Sticky Bind Points自動修正無效的粘性的結(jié)合點(diǎn)
Auto-Fix
Deleted/Missing Muscle汽車修理刪除/丟失的肌肉
Safe
Delete History安全刪除歷史
Disconnect
all Muscle Objects斷開所有肌肉的對象
Disconnect
all Muscle Directions斷開所有肌肉的方向
Disconnect
all Muscle Displaces斷開所有肌肉置換
Disconnect
all Muscle Smart Collides斷開所有的肌肉智能碰撞
Setup
for Relative Sticky Deformation相對粘性變形裝置
Set
Selected Muscles/Bones as Not Relative設(shè)置選擇肌肉/骨骼不相關(guān)
Set
Selected Muscles/Bones as Relative設(shè)置選擇肌肉/骨骼相對
Muscle
Objects肌肉的對象
Connect
Selected Muscle Objects將選定的肌肉的對象
Disconnect
Selected Muscle Objects斷開選定的肌肉的對象
Delete
Selected Muscle Objects刪除選定的肌肉的對象
Reset
Base Pose for Selected Muscle Object為選定的肌肉對象重置基礎(chǔ)構(gòu)成
Create
Base for Selected Muscle Objects創(chuàng)建選定的肌肉的對象庫
Re-Bind
Sticky for Selected Muscle Objects重新綁定粘選定的肌肉的對象
Visualize
Sticky Bind Distance for Selected Muscle Objects可視化對象選擇肌粘結(jié)合距離
Paint Muscle
Weights可視化對象選擇肌粘結(jié)合距離
Weighting加權(quán)
Apply
Default Weights默認(rèn)的權(quán)重
Load/Save
Weughts加載/保存weughts
Mirror
Weights鏡像權(quán)重
Transfer
Weights轉(zhuǎn)讓權(quán)
Prune
Weights修剪的權(quán)重
Direction方向
Make
Muscle Direction使肌肉的方向
Connect
Selected Muscle Directions將選定肌肉的方向
Disconnect
Selected Muscle Directions斷開選擇的肌肉方向
Displace取代
Create
Muscle Displace創(chuàng)建肌肉置換
Connect
Selected Muscle Displace nodes將選定的肌肉移動節(jié)點(diǎn)
Disconnect
Selected Muscle Displace斷開選擇肌肉置換
Connect
NURBS Curve to Muscle Displace將NURBS曲線的肌肉移位
Disconnect
NURBS Curve from Muscle Displace斷開NURBS曲線從肌肉移位
Create
Maya Muscle Shader Network創(chuàng)建肌肉材質(zhì)網(wǎng)絡(luò)
Create
Mental Ray mib_cMuscle Shader Network創(chuàng)造精神的光線mib_cmuscle材質(zhì)網(wǎng)絡(luò)
Smart
Collision智能碰撞
Create
Muscle Smart Collide創(chuàng)建肌肉智能碰撞
Connect
Selected Muscle Smart Collide nodes智能碰撞節(jié)點(diǎn)連接選擇的肌肉
Disconnect
Selected Muscle Smart Collide nodes斷開所選擇的肌肉智能碰撞節(jié)點(diǎn)
Self/Multi
Collision自我/多碰撞
Self
Collision Grouping自碰撞分組
Apply
Muscle Multi Collide Deformer適用肌多碰撞變形
Rig
Selected for Keep Out鉆機(jī)選擇保持了
Connect
Muscles to Keep Out連接的肌肉來保持了
Disconnect
Muscles from Keep Out斷開的肌肉保持了
Caching緩存
Set
Location of File Cache設(shè)置文件緩存位置
Create
Cache創(chuàng)建緩存
Delete
Node Cache刪除節(jié)點(diǎn)緩存
Delete
Per-Point Skin Jiggle Cache刪除每一點(diǎn)皮膚抖動緩存
Selection選擇
Select
connected muscle Objects from selected muscle
Systems選擇連接肌肉的對象從選定的肌肉系統(tǒng)
Select
connected muscle Directions from selected muscle
Systems連接肌肉方向從選定的肌肉系統(tǒng)的選擇
Select
connected muscle Systems from selected muscle
Objects選擇連接的肌肉系統(tǒng),從選定的肌肉的對象
Select
connected muscle Systems from muscle Directons選擇連接的肌肉系統(tǒng),從肌肉方向
Bonus
Rigging獎金索具
Create
Muscle Spline創(chuàng)建肌肉樣條
Surface
Attach表面高度
Fix
Surface attach to allow for Poly Smooth固定表面高度允許聚光滑
總結(jié)
以上是生活随笔為你收集整理的maya中英文对照_Maya2012中英文对照表 (4)的全部內(nèi)容,希望文章能夠幫你解決所遇到的問題。
- 上一篇: C++代码实现 生成器模式
- 下一篇: IE恶意修改防护大法(转)