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1、VisualsBlinkVersion 1.00 - VirtoolsCategorized in Visuals/FX DescriptionApply to a 3DENTITY.Blinks the 3D Entity (alternates between show and hide). Blink.cmoTechnical InformationIn: activates the behavior.Out: is activated when the process is completed.Hidden Frames: number of frames the 3D Entity
2、remains hidden (not rendered).Shown Frames: number of frames the 3D Entitity is shown (rendered).This behavior needs to be looped. 视觉效果闪烁效果在Visuals/FX中将其分类描述适用于3D实体三维实体闪烁显示(在显示和隐藏之间交替显示)Blink.cmo技术信息In:激活该行为Out:当进程完成时则被激活Hidden Frames:被隐藏的3D实体的帧的数量(没有被渲染)Shown Frames:被显示的3D实体的帧的数量(被渲染)这个行为需要被循环Chang
3、e Sprite SlotVersion 1.00 - VirtoolsCategorized in Visuals/2D DescriptionApply to a SPRITE.Changes the current slot of the Sprite. Change Sprite Slot.cmoTechnical InformationIn: activates the behavior.Out: is activated when the process is completed.Slot Index: index of the new Sprite slot.Slots are
4、simply different images contained in a Sprite.See the Setup View for Sprites. 更改精灵纹理序号在Visuals/2D中将其分类描述适用于一个2维精灵更改当前纹理序号Change Sprite Slot.cmo技术信息In:激活该行为Out:当进程结束时则被激活Slot Index:新的精灵纹理的序号序号被简单的放到不同的包含2维精灵的图片中查看Setup View中的更多2维精灵Display Progression BarVersion 1.00 - VirtoolsCategorized in Visuals/2
5、D DescriptionApply to a BEOBJECT.Displays a progression bar. Display Progression Bar.cmoTechnical InformationOn: activates the process.Off: deactivates the process.Exit On: activates if the BB is activated by the On bIn.Exit Off: activates if the BB is deactivated by the Off bOut.X: horizontal posit
6、ion of the first progression bar (Empty Bar ().Y: vertical position of the first progression bar (Empty Bar ().Bar Progression: amount of progression bar to show (between 0 and 100%).Empty Bar (): the 2D Sprite to use to represent the Empty Bar (the container)Full Bar (): the 2D Sprite to use to rep
7、resent the Full Bar (the content) RemarksThe 2D Sprite specified in the Empty Bar () setting is always displayed, with all or a part of the 2D Sprite specified in the Full Bar displayed on top. The amount of the the Full Bar () 2D Sprite depends on the percentage given by the Bar Progression pIn. Yo
8、u do not have to specify an Empty Bar if you dont need one. This BB should only be used to display horizontal progression bars.显示进程条在Visuals/2D中将其分类描述适用于交互对象显示一个进程条Display Progression Bar.cmo技术信息On:激活该进程Off:撤消该进程Exit On:当BB的bIn被激活则被激活Exit Off:如果BB通过bOut被激活则被激活X:第一个进度条的水平位置(空进度条)Y:第一个进度条的垂直位置(空进度条)Ba
9、r Progression:显示的进度条的总数(在0到100%之间)Empty Bar():用来代表Empty Bar的2D精灵。(容器)Full Bar():用来代表Full Bar的2D精灵(容器)评论2D精灵指出了在一个空进度条的设置总是被显示,2D精灵的全部或是一部分将在顶部的满进度条中被指出。满进度条中2D精灵的总数取决于所给了Bar Progression pIn的百分比。如果你不需要一个,你不要指定一个空进度条。这个BB应该只使用于一个水平的进度条Edit 2D EntityVersion 1.00 - VirtoolsCategorized in Visuals/2D Desc
10、riptionApply to a 2DENTITY.Changes the 2d entity parameters. Edit 2D Entity.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is completed.Pos X: Horizontal position of the 2d Entity.Pos Y: Vertical position of the 2d Entity.Z Order: display order relatively to the
11、other 2d entity.Background: Checked = Behind every object of the scene, Not Checked = (Foreground) In front of every object of the scene.Pickable: Checked = The sprite can be picked.Clip To Parent: Checked = The sprite will be clipped to the extents of its parent.Stick Left, Right, Top, Bottom: Chec
12、ked = Stick to chosen borders of the parent at the current distance.Edited Components: position, background, pickable, parent alignment, z ordering, size, clip to parent. Select which components you want to modify through the building block.编辑2维实体在Visuals/2D中将其分类描述适用于一个2D实体更改二维实体参数Edit 2D Entity.cmo
13、技术信息In:触发该进程Out:当进程完成时被激活Pos X:2D实体的水平位置Pos Y:2D实体的垂直位置Z Order:相对于其他2D实体的陈列顺序Background:Checked=在每个对象后的场景,Not Checked=(前景)在每个对象前面的场景Pickable:Checked=能够被拾取的2D精灵Clip To Parent:Checked=2D精灵将被他的父节点的宽度而省略一点Stick Left, Right, Top, Bottom:Checked=忠于在现有的距离中选择父节点的边缘可编辑的元素:方位,背景色,父节点,Z轴顺序,尺寸。通过BB选择你想要修改的元素。Ga
14、ugeVersion 1.00 - VirtoolsCategorized in Visuals/2D DescriptionApply to a 2DENTITY.Changes the size of a 2DEntity in any direction according to a percentage.Gauge.cmoTechnical InformationOn: activates the process.Off: deactivates the process.Exit On: activates when the process activates.Exit Off: ac
15、tivates when the process deactivates.Bar Progression: how much the target should stretch. At 50% the target is half its full size; at 100% the target is full size.Orientation: direction to stretch the target. By default this is to the right.Stretch: if selected, the bitmap associated to the target c
16、an stretch (and so be at more than 100% of its full size). RemarksThe Gauge BB allows you to display the status of a value visually. For example, you could create a variable that represents life and paste a shortcut to Bar Progression, so that you can constantly display the status of that variable.
17、WarningIf the target is a 2D Sprite, Stretch is not selected and Bar Progression 100%, the bitmap will not repeat. However the bitmap does repeat with 2D Frames. 数控量规在Visuals/2D中将其分类描述适用于2D实体设置一个进程条Gauge.cmo技术信息On:激活该进程Off:撤消该进程Exit On:当进程激活时则被激活Exit Off:当进程撤消时则被激活Bar Progression:目标应该伸长的大小。在50%的时候,目
18、标是整个尺寸的一半;在100%的时候,目标是整个尺寸的大小Orientation:目标拉长的方向Stretch:如果被钩选,目标上的联合的位图将被拉长(并且多于100%的尺寸)评论Gauge BB允许你展示一个视觉上的状态。举个例子,你可以创建一个多变的,代表生命的和对进度条粘贴一个捷径,以致于你你能够不断的显示那个可变因素的状态警告如果对象目标为2D精灵,在没有选择拉长和进度条100%时,位图将不会重复.然而位图对2D帧就会有重复Global BlurVersion 1.00 - VirtoolsCategorized in Visuals/FX DescriptionApply to a
19、BEOBJECT.Apply a global blur on all the objects rendered. Global Blur.cmoTechnical InformationOn: enables the global blurring.Off: disables it.Material: Clearing Material.Warning- This behaviors works well only if you do not have a background, but objects floating in space. In fact, all it does is p
20、revent the screen clear at each frames, and draw a transparent frame on top using the given material, or the background material if none is given before the render of the next frame.- This behavior will work better in 32bits because of colors imprecision in 16bits.全局性模糊在Visuals/FX中将其分类描述适用于一个交互对象所有的
21、对象在渲染时应用全局性模糊效果Global Blur.cmo技术信息On:进行一个全局性模糊Off:停止模糊Material:清除材质警告这个行为只有你没有一个背景颜色时,他就会很好的运行,但是漂浮的对象在场景里.事实上,所有的预防在每个帧上清空屏幕,绘制一个透明的帧在顶部使用一个给定的材质,否则在渲染下一帧之前给定背景材质这个行为将在32位中更好的工作,在16位中显示的不精确HideVersion 1.00 - VirtoolsCategorized in Visuals/Show-Hide DescriptionApply to a BEOBJECT.Hides a 2D/3D Entit
22、y, a Mesh or a Group.Show Hide.cmoTechnical InformationIn: activates the processOut: activates when the process completes.Hierarchy: if TRUE, then this building block will also apply to the 2D/3D elements children.RemarksHide replaces Hide 2D Entity and Hide 3D Entity.See Also: Show, Hide Hierarchy.
23、隐藏在Visuals/Show-Hide中将其分类描述适用于交互对象隐藏一个2维或者3维的实体,一个Mesh网格或是一个组合Show Hide.cmo技术信息In:激活该进程Out:当进程结束时则被激活Hierarchy:如果为真,这个BB将也适用于2D/3D元素的子节点评论隐藏一个2D实体或是隐藏3D实体Show,Hide Hierarchy也是如此Hide HierarchyVersion 1.00 - VirtoolsCategorized in Visuals/Show-Hide DescriptionApply to a BEOBJECT.Hides hierarchically a
24、n entity Show Hide.cmoTechnical InformationIn: triggers the processOut: is activated when the process is completed.This behavior will hide the object and all its children in one operation. This makes the rendering faster than hiding each object in the hierarchy separately, like the behavior Hide wit
25、h the hierarchy flag does.See Also: Show.隐藏层级关系在Visuals/Show-Hide中将其分类描述适用于交互对象隐藏一个实体的层级关系Show Hide.cmo技术信息In:触发该进程Out:当进程完成时则被激活这个行为将隐藏对象并且多有的他的子类都如此.这个BB可以使在隐藏层级里的每个对象渲染的更快.Show也是如此Make TransparentVersion 1.00 - VirtoolsCategorized in Visuals/FX DescriptionApply to a RENDEROBJECT.Makes a Render Ob
26、ject (3D or 2D Entity) Transparent. Make Transparent.cmoTechnical InformationIn: triggers the processOut: is activated when the process is completed.Source Blend: see Set Blend Modes for detailed information on blending factors.Destination Blend: see Set Blend Modes for detailed information on blend
27、ing factorsAlpha: amount of opacity for the transparence.Hierachy: when checked, the behavior applies to the children in the hierarchy of the 3D Entity.Make Transparent BB simplifies the process of rendering an object with transparence (blending transparence).Make Transparent BB works also with prel
28、it meshes. Warning- Make Transparent BB render all materials applied to the 3d entity transparent, so other objects using the same material will also be rendered with transparence.- The materials are set to be transparent, but the transparency flag is only put on the meshes of the selected 2D or 3D
29、Entity. Therefore, other objects using the same material will also be rendered with transparence, but the transparency flag wont be put on these other meshes (Youd have some Z sorting problems.). If you want these other meshes to be render correctly, you should use on them the Set transparent buildi
30、ng block.制作透明效果在Visuals/FX中将其分类描述适用于渲染对象使一个三维或二维对象在渲染时透明显示Make Transparent.cmo技术信息In:触发该进程Out:当进程完成时则被激活Source Blend:参照Set Blend Modes来获取一些细节的信息在混合的因素上Destination Blend:参照Set Blend Modes来获取混合因素上的一些细节信息Alpha:透明中不透明的总数Hierachy:当被钩选时,行为适用到3D实体层级关系中的子类“Make Transparennt”BB能简化带透明区域的对象的渲染进程(混合透明)“Make Tra
31、nsparent”BB也可以和没有文字的网格一起使用警告Make Transparent BB渲染所有的材质适用于一个3D透明实体,所以其他使用相同材质的对象将也被渲染为透明这个材质被设置为透明,但是透明是仅仅放在所选的2D或是3D实体的网格上的。因此,其他使用相同名称的对象也奖被渲染为透明,但是透明的标志将不会被放在其他的这些网格上(你最好有Z轴上的问题)如果你想要这些其他的网格被正确的渲染,你应该使用Set transparentBBMark SystemVersion 1.00 - VirtoolsCategorized in Visuals/FX DescriptionApply to
32、 a BEOBJECT.Creates marks (single or continuous) on surfaces. Mark System.cmoTechnical InformationOn: activates the building block.Off: deactivates the building block.Mark: creates a new mark.End Mark: ends a mark band. (only available for continuous marks)Exit On: is activated when On is activated.
33、Exit Off: is activated when Off is activated.Exit Mark: is activated when Mark is activated.Exit End Mark: is activated when End Mark is activated. (only available for continuous marks)标记系统在Visuals/FX中将其分类描述适用于交互对象在表面创建标记(单一或者连续性的)Mark System.cmo技术信息On:激活该BBOff:撤消该BBMark:创建一个新的标记End Mark:结束一个标记的绑定Ex
34、it On:当On被激活时则被激活Exit Off:当Off被激活时则被激活Exit Mark:当标记被激活时则被激活Exit End Mark:当End Mark被激活时则被激活(只对连续的标记可用)Position: position of the mark.Normal: normal of the mark.Referential: referential in which the position and normal are provided.Color and Alpha: color and alpha of the mark.Size: size of the mark.Ma
35、terial: material used by the marks (not considering the colors).Lifespan: life span of the marks (in ms). 0 means the mark remains permanently.Fading Time: time span of the fadeout (in ms). UVs: texture coordinates of the mark (allows several marks in one texture, for rendering efficincy purposes).
36、(0,0,0,0) means the whole texture. Position Offset: position offset of the marks in the Normal direction. Useful to attenuate z-buffer fighting issues between the marks and the obstacle on which they lay.Texture Factor: texture mapping factor. (only available for continuous marks)Whole Faces: (only
37、relevant for decal marks) True means the supporting faces are considered in their entirety. False means that the supporting faces will be clipped by the mark size. Note: if set to true, your materials texture address mode will need to be set to Clamp.Direction: Optional pIn for non-Continuous Marks.
38、 It allows you to specify an orientation for the marks, for example, to make footsteps. The default value (0,0,0) indicates no particular direction, and using it along with Random Orientation allows you to avoid that all marks be exactly aligned. (see StepMarks.cmo)Position:标记的方位Normal:标记的法线Referent
39、ial:根据指示的方位和法线Color and Alpha:标记的颜色和透明度Size:标记的尺寸Material:标记使用的材质(不考虑颜色)Lifespan:标记的生存寿命(以毫秒计算)0意味着标记永远不变。Fading Time:淡出时时间的跨度(以毫秒计算)UVs:和标记协调的纹理(允许一些标记在一个纹理中,为了渲染的效果)(0,0,0,0)意味着整个纹理。Position Offset:在一个“Normal”的方向上,标记的位置的抵消。对减弱Z轴缓冲区中发布了一个在标记和障碍物之间的。Texture Factor:纹理影射因素(只对连续的标记是可用的)Whole Faces:(只有关
40、印上去的标记)为真意味着支持面是在他们全体中的。为假意味着支持的面将省略标记的尺寸。提示:如果设置为真,你的材质贴图地址模式将只需要设置为ClampDirection:没有连续的标记的pIn。他允许你为这些标记指出一个方向,举个例子,来制作步伐默认值为(0,0,0)指出没有特别的方向,并且使用他沿着随机的方向并允许你避免所有的标记被对齐。(参考StepMarks.cmo)Maximum Marks: maximum number of simultaneous marks.Continuous Marks: should the mark be continuous or not (it ad
41、ds inputs and parameters).Supporting Entity: this entity, if given, will support the rendering of the marks, if you dont want them to be rendered after every objects in the scene (for example if you observe artefacts with particles).Decal Marks: apply mark on the faces of the given referential. The
42、referential cant be NULL in that case.Random Orientation: should the mark have a random orientation or not.If a referential is given, the mark will follow it, and will be drawn only if the referential is visible. If no referential is given, the marks will continue to be rendered (even if they are no
43、t currently onscreen). When marks reach their life time minus their fading time, they start to fade. The material of the mark must have SRCALPHA for the source blend mode to effectively observe a fading out of the mark.Continuous marks and decal marks are not compatible.Maximum Marks:能同时发生标记的最大数量Con
44、tinuous Marks:一个标记应该被连续吗?(他添加了输入接口和参数)Supporting Entity:如果你不想要他们在场景中的每个对象之后被渲染(举个例子,如果你注意到微粒的电波)这个实体,如果被给定,将支持标记的渲染。Decal Marks:在给定的指示的面上申请标记。指示不能为空.Random Orientation:一个标记应该为一个随机的方向吗?如果指示被给定,标记将遵循他,然后将被绘制,只有当指示是可见的情况下。如果没有给定一个指示,标记将继续被渲染(甚至如果他们不存在现有的屏幕中)当标记达到他们的生存时间,他们就开始失效了标记的材质必须对资源混合模式下有SRCALPHA
45、来有效的观察到一个标记的淡出效果Continuous marks和decal marks是不能共存的Motion BlurVersion 1.00 - VirtoolsCategorized in Visuals/FX DescriptionApply to a 3DOBJECT.Performs a Motion Blur when the 3D Entity is moving. Motion Blur.cmoTechnical InformationOn: activates the process.Off: deactivates the process.Exit On: is activated if the building block is activated.Exit Off: is activated if the building block is deactivated.Number of Trails: number of trails that can be seen behind