﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>IT博客-kele-文章分类-MAY</title><link>http://www.cnitblog.com/kele/category/5331.html</link><description /><language>zh-cn</language><lastBuildDate>Tue, 27 Sep 2011 20:37:55 GMT</lastBuildDate><pubDate>Tue, 27 Sep 2011 20:37:55 GMT</pubDate><ttl>60</ttl><item><title>Maya 菜单中英文对照</title><link>http://www.cnitblog.com/kele/articles/32983.html</link><dc:creator>坏孩子的涂鸦空间</dc:creator><author>坏孩子的涂鸦空间</author><pubDate>Wed, 05 Sep 2007 02:29:00 GMT</pubDate><guid>http://www.cnitblog.com/kele/articles/32983.html</guid><wfw:comment>http://www.cnitblog.com/kele/comments/32983.html</wfw:comment><comments>http://www.cnitblog.com/kele/articles/32983.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnitblog.com/kele/comments/commentRss/32983.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/kele/services/trackbacks/32983.html</trackback:ping><description><![CDATA[<font size=2>&nbsp;<br>&nbsp;Standard标准菜单<br>&nbsp;<br>&nbsp;File文件<br>&nbsp;New Scene建立新场景<br>&nbsp;Open Scene打开场景<br>&nbsp;Save Scene存盘场景<br>&nbsp;Save Scene As改名存盘<br>&nbsp;Import导入<br>&nbsp;Export All导出所有<br>&nbsp;Export Selection导出选定物体<br>&nbsp;Create Reference引入场景文件<br>&nbsp;Reference Editor引入场景编辑器<br>&nbsp;Project项目<br>&nbsp;New建立新项目<br>&nbsp;Edit Current编辑当前项目<br>&nbsp;Set指定当前项目<br>&nbsp;Exit退出<br>&nbsp;Edit编辑<br>&nbsp;Undo取消上一次操作<br>&nbsp;Redo恢复上一次操作<br>&nbsp;Repeat重复最后一次操作<br>&nbsp;Keys关键帧<br>&nbsp;Cut Keys裁剪关键帧<br>&nbsp;Copy Keys拷贝关键帧<br>&nbsp;Paste Keys粘贴关键帧<br>&nbsp;Delete Keys删除关键帧<br>&nbsp;Scale Keys缩放关键帧<br>&nbsp;Bake Simulation模拟复制<br>&nbsp;Delete删除<br>&nbsp;Delete by Type根据类型删除<br>&nbsp;History构造历史<br>&nbsp;Channels通道<br>&nbsp;Static Channels静帧通道<br>&nbsp;Motion Paths运动路径<br>&nbsp;Expressions表达式<br>&nbsp;Constraints约束<br>&nbsp;Rigid Bodies刚体<br>&nbsp;Delete All by Type根据类型删除所有<br>&nbsp;History构造历史<br>&nbsp;Channels通道<br>&nbsp;Static Channels静帧通道<br>&nbsp;Motion Paths运动路径<br>&nbsp;Expressions表达式<br>&nbsp;Constraints约束<br>&nbsp;Unused Transforms未用变形<br>&nbsp;Joints连接<br>&nbsp;IK Handles逆向运动控制柄<br>&nbsp;Lattices车削<br>&nbsp;Clusters族<br>&nbsp;Sculpt Objects雕刻物体<br>&nbsp;Wires网格<br>&nbsp;Lights灯光<br>&nbsp;Cameras照相机<br>&nbsp;Image Planes图像板<br>&nbsp;Shading Groups and Materials阴影组和材质<br>&nbsp;Particles粒子<br>&nbsp;Rigid Bodies刚体物体<br>&nbsp;Rigid Constraints刚体约束<br>&nbsp;Select All选择所有<br>&nbsp;Select All by Type根据类型选择所有<br>&nbsp;Joints连接<br>&nbsp;IK Handles逆向运动控制柄<br>&nbsp;Lattices车削<br>&nbsp;Clusters族<br>&nbsp;Sculpt Objects雕刻物体<br>&nbsp;Wires网格<br>&nbsp;Transforms变形<br>&nbsp;Geometry几何体<br>&nbsp;NURBS Geometry NURBS几何体<br>&nbsp;Polygon Geometry多边形几何体<br>&nbsp;Lights灯光<br>&nbsp;Cameras照相机<br>&nbsp;Image Planes图像板<br>&nbsp;Particles粒子<br>&nbsp;Rigid Bodies刚体物体<br>&nbsp;Rigid Constraints刚体约束<br>&nbsp;Quick Select Set快速选择集<br>&nbsp;Layers层<br>&nbsp;New Layers建立新层<br>&nbsp;Rename Layer更改层名称<br>&nbsp;Remove Current Layer移去当前层<br>&nbsp;Layer Editor层编辑器<br>&nbsp;Transfer to Layer转化为层<br>&nbsp;Select All on Layer选择层上所有物体<br>&nbsp;Hide Layer隐藏层<br>&nbsp;Hide All Layers隐藏所有层<br>&nbsp;Show Layer显示层<br>&nbsp;Show All Layers显示所有层<br>&nbsp;Template Layer临时层<br>&nbsp;Untemplate Layer解除临时层<br>&nbsp;Hide Inactive Layers隐藏非活动层<br>&nbsp;Template Inactive Layers临时非活动层<br>&nbsp;Duplicate复制<br>&nbsp;Group成组<br>&nbsp;Ungroup解成组<br>&nbsp;Create Empty Group建立空成组<br>&nbsp;Parent建立父物体<br>&nbsp;Unparent解除父物体<br>&nbsp;Modify修改<br>&nbsp;Transformation Tools变形工具<br>&nbsp;Move Tool移动工具<br>&nbsp;Rotate Tool旋转工具<br>&nbsp;Scale Tool缩放工具<br>&nbsp;Show Manipulator Tool显示手动工具<br>&nbsp;Default Object Manipulator默认调节器<br>&nbsp;Proportional Modi Tool比例修改工具<br>&nbsp;Move Limit Tool移动限制工具<br>&nbsp;Rotate Limit Tool旋转限制工具<br>&nbsp;Scale Limit Tool缩放限制工具<br>&nbsp;Reset Transformations重新设置变形控制<br>&nbsp;Freeze Transformations冻结变形控制<br>&nbsp;Enable Nodes授权动画节点<br>&nbsp;All所有<br>&nbsp;IK solvers逆向运动连接器<br>&nbsp;Constraints约束<br>&nbsp;Expressions表达式<br>&nbsp;Particles粒子<br>&nbsp;Rigid Bodies刚体<br>&nbsp;Snapshots快照<br>&nbsp;Disable Node废弃动画节点<br>&nbsp;Make Live激活构造物<br>&nbsp;Center Pivot置中枢轴点<br>&nbsp;Prefix Hierarchy Names定义前缀<br>&nbsp;Add Attribute增加属性<br>&nbsp;Measure测量<br>&nbsp;Distance Tool距离工具<br>&nbsp;Parameter Tool参数工具<br>&nbsp;Arc Length Tool弧度工具<br>&nbsp;Animated Snapshot动画快照<br>&nbsp;Animated Sweep由动画曲线创建几何体曲面<br>&nbsp;Display显示<br>&nbsp;Geometry几何体<br>&nbsp;Backfaces背面<br>&nbsp;Lattice Points车削点<br>&nbsp;Lattice Shape车削形<br>&nbsp;Local Rotation Axes局部旋转轴<br>&nbsp;Rotate Pivots旋转枢轴点<br>&nbsp;Scale Pivots缩放枢轴点<br>&nbsp;Selection Handles选定句柄<br>&nbsp;NURBS Components NURBS元素<br>&nbsp;CVs CV曲线<br>&nbsp;Edit Points编辑点<br>&nbsp;Hulls可控点<br>&nbsp;Custom定制<br>&nbsp;NURBS Smoothness NURBS曲面光滑处理<br>&nbsp;Hull物体外壳<br>&nbsp;Rough边框质量<br>&nbsp;Medium中等质量<br>&nbsp;Fine精细质量<br>&nbsp;Custom定制<br>&nbsp;Polygon Components多边形元素<br>&nbsp;Custom Polygon Display定制多边形显示<br>&nbsp;Fast Interaction快速交错显示<br>&nbsp;Camera/Light Manipulator照相机/灯光操作器<br>&nbsp;Sound声音<br>&nbsp;Joint Size关节尺寸<br>&nbsp;IK Handle Size IK把手尺寸<br>&nbsp;Window窗口<br>&nbsp;General Editors通用编辑器<br>&nbsp;Set Editor系统设置编辑器<br>&nbsp;Attribute Spread Sheet属性编辑器<br>&nbsp;Tool Settings工具设置<br>&nbsp;Filter Action Editor滤镜动作编辑器<br>&nbsp;Channel Control通道控制信息<br>&nbsp;Connection Editor连接编辑器<br>&nbsp;Performance Settings性能设置<br>&nbsp;Script Editor Script编辑器<br>&nbsp;Command Shell命令窗口<br>&nbsp;Plug-in Manager滤镜管理器<br>&nbsp;Rendering Editors渲染编辑器<br>&nbsp;Rendering Flags渲染标记<br>&nbsp;Hardware Render Buffer硬件渲染缓冲区<br>&nbsp;Render View渲染视图<br>&nbsp;Shading Groups Editor阴影组编辑器<br>&nbsp;Texture View质地视图<br>&nbsp;Shading Group Attributes阴影组属性<br>&nbsp;Animation Editors动画编辑器<br>&nbsp;Graph Editor图形编辑器<br>&nbsp;Dope Sheet<br>&nbsp;Blend Shape融合形<br>&nbsp;Device Editor设备编辑器<br>&nbsp;Dynamic Relationships动态关系<br>&nbsp;Attribute Editor属性编辑器<br>&nbsp;Outliner框架<br>&nbsp;Hypergraph超图形<br>&nbsp;Multilister多功能渲染控制<br>&nbsp;Expression Editor表达式编辑器<br>&nbsp;Recent Commands当前命令<br>&nbsp;Playblast播放预览<br>&nbsp;View Arangement视图安排<br>&nbsp;Four四分<br>&nbsp;3 Top Split上三分<br>&nbsp;3 Left Split左三分<br>&nbsp;3 Right Split右三分<br>&nbsp;3 Bottom Split底部三分<br>&nbsp;2 Stacked二叠分<br>&nbsp;2 Side By Side二平分<br>&nbsp;Single单图<br>&nbsp;Previous Arrangement前次安排<br>&nbsp;Next Arrangement下次安排<br>&nbsp;Saved Layouts保存布局<br>&nbsp;Single Perspective View单透视图<br>&nbsp;Four View四分图<br>&nbsp;Persp/Graph/Hyper透视/图形/超图形<br>&nbsp;Persp/Multi/Render透视/多功能/渲染<br>&nbsp;Persp/Multi/Outliner透视/多功能/轮廓<br>&nbsp;Persp/Multi透视/多功能<br>&nbsp;Persp/Outliner透视/轮廓<br>&nbsp;Persp/Graph透视/图形<br>&nbsp;Persp/Set Editor透视/组编辑器<br>&nbsp;Edit Layouts编辑布局<br>&nbsp;Frame Selected in All Views所有视图选定帧<br>&nbsp;Frame All in All Views所有视图的所有帧<br>&nbsp;Minimize Application最小化应用<br>&nbsp;Raise Application Windows移动窗口向前<br>&nbsp;Options可选项<br>&nbsp;General Preferences一般设置<br>&nbsp;UI Preferences用户界面设置<br>&nbsp;Customize UI定制用户界面<br>&nbsp;Hotkeys快捷键<br>&nbsp;Colors颜色<br>&nbsp;Marking Menus标记菜单<br>&nbsp;Shelves书架<br>&nbsp;Panels面板<br>&nbsp;Save Preferences保存设置<br>&nbsp;Status Line状态栏<br>&nbsp;Shelf书架<br>&nbsp;Feedback Line反馈栏<br>&nbsp;Channel Box通道面板<br>&nbsp;Time Slider时间滑动棒<br>&nbsp;Range Slider范围滑动棒<br>&nbsp;Command Line命令行<br>&nbsp;Help Line帮助行<br>&nbsp;Show Only Viewing Panes仅显示视图面板<br>&nbsp;Show All Panes显示所有面板<br>&nbsp;<br>&nbsp;Modeling建模系统<br>&nbsp;<br>&nbsp;Primitives基本物体<br>&nbsp;Create NURBS创建NURBS物体<br>&nbsp;Sphere球体<br>&nbsp;Cube立方体<br>&nbsp;Cylinder圆柱体<br>&nbsp;Cone圆台（锥）体<br>&nbsp;Plane平面物体<br>&nbsp;Circle圆<br>&nbsp;Create Polygons创建多边形物体<br>&nbsp;Sphere球体<br>&nbsp;Cube立方体<br>&nbsp;Cylinder圆柱体<br>&nbsp;Cone圆台（锥）体<br>&nbsp;Plane平面物体<br>&nbsp;Torus面包圈<br>&nbsp;Create Text创建文本<br>&nbsp;Create Locator创建指示器<br>&nbsp;Construction Plane构造平面<br>&nbsp;Create Camera创建照相机<br>&nbsp;Curves创建曲线<br>&nbsp;CV Curve Tool CV曲线工具<br>&nbsp;EP Curve Tool EP曲线工具<br>&nbsp;Pencil Curve Tool笔曲线工具<br>&nbsp;Add Points Tool加点工具<br>&nbsp;Curve Editing Tool曲线编辑工具<br>&nbsp;Offset Curve曲线移动<br>&nbsp;Offset Curve On Surface曲线在表面移动<br>&nbsp;Project Tangent曲线切线调整<br>&nbsp;Fillet Curve带状曲线<br>&nbsp;Rebuild Curve重建曲线<br>&nbsp;Extend Curve扩展曲线<br>&nbsp;Insert Knot插入节点<br>&nbsp;Attach Curves连接曲线<br>&nbsp;Detach Curves断开曲线<br>&nbsp;Align Curves对齐曲线<br>&nbsp;Open/Close Curves打开/关闭曲线<br>&nbsp;Reserse Curves反转曲线<br>&nbsp;Duplicate Curves复制曲线<br>&nbsp;CV Hardness硬化曲线<br>&nbsp;Fit B-spline适配贝塔曲线<br>&nbsp;Surfaces曲面<br>&nbsp;Bevel斜角<br>&nbsp;Extrude凸出<br>&nbsp;Loft放样<br>&nbsp;Planar曲面<br>&nbsp;Revolve旋转<br>&nbsp;Boundary边界<br>&nbsp;Birail 1 Tool二对一工具<br>&nbsp;Birail 2 Tool二对二工具<br>&nbsp;Birail 3+ Tool二对三工具<br>&nbsp;Circular Fillet圆边斜角<br>&nbsp;Freeform Fillet自由形斜角<br>&nbsp;Fillet Blend Tool斜角融合工具<br>&nbsp;Edit Surfaces编辑曲面<br>&nbsp;Intersect Surfaces曲面交叉<br>&nbsp;Project Curve投影曲线<br>&nbsp;Trim Tool修整曲线工具<br>&nbsp;Untrim Surfaces撤消修整<br>&nbsp;Rebuild Surfaces重建曲面<br>&nbsp;Prepare For Stitch准备缝合<br>&nbsp;Stitch Surface Points点缝合曲面<br>&nbsp;Stitch Tool缝合工具<br>&nbsp;NURBS to Polygons NURBS转化为多边形<br>&nbsp;Insert Isoparms添加元素<br>&nbsp;Attach Surfaces曲面结合<br>&nbsp;Detach Surfaces曲面分离<br>&nbsp;Align Surfaces曲面对齐<br>&nbsp;Open/Close Surfaces打开/关闭曲面<br>&nbsp;Reverse Surfaces反转曲面<br>&nbsp;Polygones多边形<br>&nbsp;Create Polygon Tool创建多边形工具<br>&nbsp;Append to Polygon Tool追加多边形<br>&nbsp;Split Polygon Tool分离多边形工具<br>&nbsp;Move Component移动元素<br>&nbsp;Subdivide多边形细化<br>&nbsp;Collapse面转点<br>&nbsp;Edges边界<br>&nbsp;Soften/Harden柔化/硬化<br>&nbsp;Close Border关闭边界<br>&nbsp;Merge Tool合并工具<br>&nbsp;Bevel斜角<br>&nbsp;Delete and Clean删除和清除<br>&nbsp;Facets面<br>&nbsp;Keep Facets Together保留边线<br>&nbsp;Extrude凸出<br>&nbsp;Extract破碎<br>&nbsp;Duplicate复制<br>&nbsp;Triangulate三角分裂<br>&nbsp;Quadrangulate四边形合并<br>&nbsp;Trim Facet Tool面修整工具<br>&nbsp;Normals法向<br>&nbsp;Reverse倒转法向<br>&nbsp;Propagate传播法向<br>&nbsp;Conform统一法向<br>&nbsp;Texture质地<br>&nbsp;Assign Shader to Each Projection指定投影<br>&nbsp;Planar Mapping平面贴图<br>&nbsp;Cylindrical Mapping圆柱体贴图<br>&nbsp;Spherical Mapping球体贴图<br>&nbsp;Delete Mapping删除贴图<br>&nbsp;Cut Texture裁剪纹理<br>&nbsp;Sew Texture斜拉纹理<br>&nbsp;Unite联合<br>&nbsp;Separate分离<br>&nbsp;Smooth光滑<br>&nbsp;Selection Constraints选定限定工具<br>&nbsp;Smart Command Settings改变显示属性<br>&nbsp;Convert Selection转化选定<br>&nbsp;Uninstall Current Settins解除当前设定 <br>&nbsp;Animation动画模块<br>&nbsp;<br>&nbsp;Keys关键帧<br>&nbsp;Settings设置关键帧<br>&nbsp;Auto Key自动设置关键帧<br>&nbsp;Spline样条曲线式<br>&nbsp;Linear直线式<br>&nbsp;Clamped夹具式<br>&nbsp;Stepped台阶式<br>&nbsp;Flat平坦式<br>&nbsp;Other其他形式<br>&nbsp;Set Driven Key设置驱动关键帧<br>&nbsp;Set设置<br>&nbsp;Go To Previous前移<br>&nbsp;Go To Next后退<br>&nbsp;Set Key设置帧<br>&nbsp;Hold Current Keys保留当前帧<br>&nbsp;Paths路径<br>&nbsp;Set Path Key设置路径关键帧<br>&nbsp;Attach to Path指定路径<br>&nbsp;Flow Path Object物体跟随路径<br>&nbsp;Skeletons骨骼<br>&nbsp;Joint Tool关节工具<br>&nbsp;IK Handle Tool反向动力学句柄工具<br>&nbsp;IK Spline Handle Tool反向动力学样条曲线句柄工具<br>&nbsp;Insert Joint Tool添加关节工具<br>&nbsp;Reroot Skeleton重新设置根关节<br>&nbsp;Remove Joint去除关节<br>&nbsp;Disconnect Joint解除连接关节<br>&nbsp;Connect Joint连接关节<br>&nbsp;Mirror Joint镜向关节<br>&nbsp;Set Preferred Angle设置参考角<br>&nbsp;Assume Preferred Angle<br>&nbsp;Enable IK Solvers反向动力学解算器有效<br>&nbsp;EIk Handle Snap反向动力学句柄捕捉有效<br>&nbsp;ESelected IK Handles反向动力学句柄有效<br>&nbsp;DSelected IK Handles反向动力学句柄无效<br>&nbsp;Deformations变形<br>&nbsp;Edit Menbership Tool编辑成员工具<br>&nbsp;Prune Membership变形成员<br>&nbsp;Cluster簇变形<br>&nbsp;Lattice旋转变形<br>&nbsp;Sculpt造型变形<br>&nbsp;Wire网格化变形<br>&nbsp;Lattice旋转<br>&nbsp;Sculpt造型<br>&nbsp;Cluster簇<br>&nbsp;Point On Curve线点造型<br>&nbsp;Blend Shape混合变形<br>&nbsp;Blend Shape Edit混合变形编辑<br>&nbsp;Add增加<br>&nbsp;Remove删除<br>&nbsp;Swap交换<br>&nbsp;Wire Tool网格化工具<br>&nbsp;Wire Edit网格编辑<br>&nbsp;Add增加<br>&nbsp;Remove删除<br>&nbsp;Add Holder增加定位曲线<br>&nbsp;Reset重置<br>&nbsp;Wire Dropoff Locator网线定位器<br>&nbsp;Wrinkle Tool褶绉变形工具<br>&nbsp;Edit Lattice编辑旋转<br>&nbsp;Reset Lattice重置旋转<br>&nbsp;Remove Lattice Tweeks恢复旋转<br>&nbsp;Display I-mediate Objects显示中间物体<br>&nbsp;Hide Intermediate Objects隐藏中间物体<br>&nbsp;Skinning皮肤<br>&nbsp;Bind Skin绑定蒙皮<br>&nbsp;Detach Skin断开蒙皮<br>&nbsp;Preserve Skin Groups保持皮肤组<br>&nbsp;Detach Skeleton分离骨骼<br>&nbsp;Detach Selected Joints分离选定关节<br>&nbsp;Reattach Skeleton重新连接骨骼<br>&nbsp;Reattach Selected Joints重新连接关节<br>&nbsp;Create Flexor创建屈肌<br>&nbsp;Reassign Bone Lattice Joint再指定骨头关节<br>&nbsp;Go to Bind Pose恢复骨头绑定<br>&nbsp;Point关节<br>&nbsp;Aim目标<br>&nbsp;Orient方向<br>&nbsp;Scale缩放<br>&nbsp;Geometry几何体<br>&nbsp;Normal法向 <br>&nbsp;<br>&nbsp;Rendering<br>&nbsp;<br>&nbsp;Lighting灯光<br>&nbsp;Create Ambient Light创建环境光<br>&nbsp;Create Directional Light创建方向灯<br>&nbsp;Create Point Light创建点光源<br>&nbsp;Create Spot Light创建聚光灯<br>&nbsp;Relationship Panel关系面板<br>&nbsp;Light Linking Tool灯光链接工具<br>&nbsp;Shading 阴影<br>&nbsp;Shading Group Attributes阴影组属性<br>&nbsp;Create Shading Group创建阴影组<br>&nbsp;Lambert朗伯材质<br>&nbsp;Phong Phong材质<br>&nbsp;Blinn布林材质<br>&nbsp;Other其他材质<br>&nbsp;Assign Shading Group指定阴影组<br>&nbsp;InitialParticleSE初始粒子系统<br>&nbsp;InitialShadingGroup初始阴影组<br>&nbsp;Shading Group Tool阴影组工具<br>&nbsp;Texture Placement Tool纹理位移工具<br>&nbsp;Render渲染<br>&nbsp;Render into New Window渲染至新窗口<br>&nbsp;Redo Previous Render重复上次渲染<br>&nbsp;Test Resolution测试分辨率<br>&nbsp;Camera Panel照相机面板<br>&nbsp;Render Globals一般渲染<br>&nbsp;Batch Render批渲染<br>&nbsp;Cancel Batch Render取消批渲染<br>&nbsp;Show Batch Render显示批渲染 <br>&nbsp;<br>&nbsp;Dynamics动力学系统<br>&nbsp;<br>&nbsp;Settings设置<br>&nbsp;Initial State初始状态<br>&nbsp;Set For Current当前设置<br>&nbsp;Set For All Dynamic设置总体动力学特性<br>&nbsp;Rigid Body Solver刚体解算器<br>&nbsp;Dynamics Controller动力学控制器<br>&nbsp;Particle Collision Events粒子爆炸<br>&nbsp;Particle Caching粒子缓冲<br>&nbsp;Run-up and Cache执行缓冲<br>&nbsp;Cache Current Frame缓冲当前帧<br>&nbsp;Set Selected Particles设置选定粒子<br>&nbsp;Dynamics On动力学开<br>&nbsp;Dynamics Off动力学关<br>&nbsp;Set All Particles设置所有粒子<br>&nbsp;Particles All On When Run执行时粒子系统开<br>&nbsp;Auto Create Rigid Body自动创建刚体<br>&nbsp;Particles粒子<br>&nbsp;Particle Tool粒子工具<br>&nbsp;Create Emitter创建发射器<br>&nbsp;Add Emitter增加发射器<br>&nbsp;Add Collisions增加碰撞<br>&nbsp;Add Goal增加目标<br>&nbsp;Fields场<br>&nbsp;Create Air创建空气动力场<br>&nbsp;Create Drag创建拖动场<br>&nbsp;Create Gravity创建动力场<br>&nbsp;Create Newton创建牛顿场<br>&nbsp;Create Radial创建辐射动力场<br>&nbsp;Create Turbulence创建震荡场<br>&nbsp;Create Uniform创建统一场<br>&nbsp;Create Vortex创建涡流场<br>&nbsp;Add Air增加空气动力场<br>&nbsp;Add Newton增加牛顿场<br>&nbsp;Add Radial增加辐射场<br>&nbsp;Add Turbulence增加震荡场<br>&nbsp;Add Uniform增加统一场<br>&nbsp;Add Vortex增加涡流场<br>&nbsp;Connect连接<br>&nbsp;Connect to Field场连接<br>&nbsp;Connect to Emitter发射器连接<br>&nbsp;Connect to Collision碰撞连接<br>&nbsp;Bodies柔体和刚体<br>&nbsp;Create Active Rigid Body创建正刚体<br>&nbsp;Create Passive Rigid Body创建负刚体<br>&nbsp;Create Constraint创建约束物体<br>&nbsp;Create Soft Body创建柔体<br>&nbsp;Create Springs创建弹簧<br>&nbsp;Set Active Key设置正向正<br>&nbsp;Set Passive Key设置负向正<br>&nbsp;Help帮助<br>&nbsp;Product Information产品信息<br>&nbsp;Help帮助</font><br><font size=2>Maya 菜单中英文对照<br>&nbsp;<br>&nbsp;Standard标准菜单<br>&nbsp;<br>&nbsp;File文件<br>&nbsp;New Scene建立新场景<br>&nbsp;Open Scene打开场景<br>&nbsp;Save Scene存盘场景<br>&nbsp;Save Scene As改名存盘<br>&nbsp;Import导入<br>&nbsp;Export All导出所有<br>&nbsp;Export Selection导出选定物体<br>&nbsp;Create Reference引入场景文件<br>&nbsp;Reference Editor引入场景编辑器<br>&nbsp;Project项目<br>&nbsp;New建立新项目<br>&nbsp;Edit Current编辑当前项目<br>&nbsp;Set指定当前项目<br>&nbsp;Exit退出<br>&nbsp;Edit编辑<br>&nbsp;Undo取消上一次操作<br>&nbsp;Redo恢复上一次操作<br>&nbsp;Repeat重复最后一次操作<br>&nbsp;Keys关键帧<br>&nbsp;Cut Keys裁剪关键帧<br>&nbsp;Copy Keys拷贝关键帧<br>&nbsp;Paste Keys粘贴关键帧<br>&nbsp;Delete Keys删除关键帧<br>&nbsp;Scale Keys缩放关键帧<br>&nbsp;Bake Simulation模拟复制<br>&nbsp;Delete删除<br>&nbsp;Delete by Type根据类型删除<br>&nbsp;History构造历史<br>&nbsp;Channels通道<br>&nbsp;Static Channels静帧通道<br>&nbsp;Motion Paths运动路径<br>&nbsp;Expressions表达式<br>&nbsp;Constraints约束<br>&nbsp;Rigid Bodies刚体<br>&nbsp;Delete All by Type根据类型删除所有<br>&nbsp;History构造历史<br>&nbsp;Channels通道<br>&nbsp;Static Channels静帧通道<br>&nbsp;Motion Paths运动路径<br>&nbsp;Expressions表达式<br>&nbsp;Constraints约束<br>&nbsp;Unused Transforms未用变形<br>&nbsp;Joints连接<br>&nbsp;IK Handles逆向运动控制柄<br>&nbsp;Lattices车削<br>&nbsp;Clusters族<br>&nbsp;Sculpt Objects雕刻物体<br>&nbsp;Wires网格<br>&nbsp;Lights灯光<br>&nbsp;Cameras照相机<br>&nbsp;Image Planes图像板<br>&nbsp;Shading Groups and Materials阴影组和材质<br>&nbsp;Particles粒子<br>&nbsp;Rigid Bodies刚体物体<br>&nbsp;Rigid Constraints刚体约束<br>&nbsp;Select All选择所有<br>&nbsp;Select All by Type根据类型选择所有<br>&nbsp;Joints连接<br>&nbsp;IK Handles逆向运动控制柄<br>&nbsp;Lattices车削<br>&nbsp;Clusters族<br>&nbsp;Sculpt Objects雕刻物体<br>&nbsp;Wires网格<br>&nbsp;Transforms变形<br>&nbsp;Geometry几何体<br>&nbsp;NURBS Geometry NURBS几何体<br>&nbsp;Polygon Geometry多边形几何体<br>&nbsp;Lights灯光<br>&nbsp;Cameras照相机<br>&nbsp;Image Planes图像板<br>&nbsp;Particles粒子<br>&nbsp;Rigid Bodies刚体物体<br>&nbsp;Rigid Constraints刚体约束<br>&nbsp;Quick Select Set快速选择集<br>&nbsp;Layers层<br>&nbsp;New Layers建立新层<br>&nbsp;Rename Layer更改层名称<br>&nbsp;Remove Current Layer移去当前层<br>&nbsp;Layer Editor层编辑器<br>&nbsp;Transfer to Layer转化为层<br>&nbsp;Select All on Layer选择层上所有物体<br>&nbsp;Hide Layer隐藏层<br>&nbsp;Hide All Layers隐藏所有层<br>&nbsp;Show Layer显示层<br>&nbsp;Show All Layers显示所有层<br>&nbsp;Template Layer临时层<br>&nbsp;Untemplate Layer解除临时层<br>&nbsp;Hide Inactive Layers隐藏非活动层<br>&nbsp;Template Inactive Layers临时非活动层<br>&nbsp;Duplicate复制<br>&nbsp;Group成组<br>&nbsp;Ungroup解成组<br>&nbsp;Create Empty Group建立空成组<br>&nbsp;Parent建立父物体<br>&nbsp;Unparent解除父物体<br>&nbsp;Modify修改<br>&nbsp;Transformation Tools变形工具<br>&nbsp;Move Tool移动工具<br>&nbsp;Rotate Tool旋转工具<br>&nbsp;Scale Tool缩放工具<br>&nbsp;Show Manipulator Tool显示手动工具<br>&nbsp;Default Object Manipulator默认调节器<br>&nbsp;Proportional Modi Tool比例修改工具<br>&nbsp;Move Limit Tool移动限制工具<br>&nbsp;Rotate Limit Tool旋转限制工具<br>&nbsp;Scale Limit Tool缩放限制工具<br>&nbsp;Reset Transformations重新设置变形控制<br>&nbsp;Freeze Transformations冻结变形控制<br>&nbsp;Enable Nodes授权动画节点<br>&nbsp;All所有<br>&nbsp;IK solvers逆向运动连接器<br>&nbsp;Constraints约束<br>&nbsp;Expressions表达式<br>&nbsp;Particles粒子<br>&nbsp;Rigid Bodies刚体<br>&nbsp;Snapshots快照<br>&nbsp;Disable Node废弃动画节点<br>&nbsp;Make Live激活构造物<br>&nbsp;Center Pivot置中枢轴点<br>&nbsp;Prefix Hierarchy Names定义前缀<br>&nbsp;Add Attribute增加属性<br>&nbsp;Measure测量<br>&nbsp;Distance Tool距离工具<br>&nbsp;Parameter Tool参数工具<br>&nbsp;Arc Length Tool弧度工具<br>&nbsp;Animated Snapshot动画快照<br>&nbsp;Animated Sweep由动画曲线创建几何体曲面<br>&nbsp;Display显示<br>&nbsp;Geometry几何体<br>&nbsp;Backfaces背面<br>&nbsp;Lattice Points车削点<br>&nbsp;Lattice Shape车削形<br>&nbsp;Local Rotation Axes局部旋转轴<br>&nbsp;Rotate Pivots旋转枢轴点<br>&nbsp;Scale Pivots缩放枢轴点<br>&nbsp;Selection Handles选定句柄<br>&nbsp;NURBS Components NURBS元素<br>&nbsp;CVs CV曲线<br>&nbsp;Edit Points编辑点<br>&nbsp;Hulls可控点<br>&nbsp;Custom定制<br>&nbsp;NURBS Smoothness NURBS曲面光滑处理<br>&nbsp;Hull物体外壳<br>&nbsp;Rough边框质量<br>&nbsp;Medium中等质量<br>&nbsp;Fine精细质量<br>&nbsp;Custom定制<br>&nbsp;Polygon Components多边形元素<br>&nbsp;Custom Polygon Display定制多边形显示<br>&nbsp;Fast Interaction快速交错显示<br>&nbsp;Camera/Light Manipulator照相机/灯光操作器<br>&nbsp;Sound声音<br>&nbsp;Joint Size关节尺寸<br>&nbsp;IK Handle Size IK把手尺寸<br>&nbsp;Window窗口<br>&nbsp;General Editors通用编辑器<br>&nbsp;Set Editor系统设置编辑器<br>&nbsp;Attribute Spread Sheet属性编辑器<br>&nbsp;Tool Settings工具设置<br>&nbsp;Filter Action Editor滤镜动作编辑器<br>&nbsp;Channel Control通道控制信息<br>&nbsp;Connection Editor连接编辑器<br>&nbsp;Performance Settings性能设置<br>&nbsp;Script Editor Script编辑器<br>&nbsp;Command Shell命令窗口<br>&nbsp;Plug-in Manager滤镜管理器<br>&nbsp;Rendering Editors渲染编辑器<br>&nbsp;Rendering Flags渲染标记<br>&nbsp;Hardware Render Buffer硬件渲染缓冲区<br>&nbsp;Render View渲染视图<br>&nbsp;Shading Groups Editor阴影组编辑器<br>&nbsp;Texture View质地视图<br>&nbsp;Shading Group Attributes阴影组属性<br>&nbsp;Animation Editors动画编辑器<br>&nbsp;Graph Editor图形编辑器<br>&nbsp;Dope Sheet<br>&nbsp;Blend Shape融合形<br>&nbsp;Device Editor设备编辑器<br>&nbsp;Dynamic Relationships动态关系<br>&nbsp;Attribute Editor属性编辑器<br>&nbsp;Outliner框架<br>&nbsp;Hypergraph超图形<br>&nbsp;Multilister多功能渲染控制<br>&nbsp;Expression Editor表达式编辑器<br>&nbsp;Recent Commands当前命令<br>&nbsp;Playblast播放预览<br>&nbsp;View Arangement视图安排<br>&nbsp;Four四分<br>&nbsp;3 Top Split上三分<br>&nbsp;3 Left Split左三分<br>&nbsp;3 Right Split右三分<br>&nbsp;3 Bottom Split底部三分<br>&nbsp;2 Stacked二叠分<br>&nbsp;2 Side By Side二平分<br>&nbsp;Single单图<br>&nbsp;Previous Arrangement前次安排<br>&nbsp;Next Arrangement下次安排<br>&nbsp;Saved Layouts保存布局<br>&nbsp;Single Perspective View单透视图<br>&nbsp;Four View四分图<br>&nbsp;Persp/Graph/Hyper透视/图形/超图形<br>&nbsp;Persp/Multi/Render透视/多功能/渲染<br>&nbsp;Persp/Multi/Outliner透视/多功能/轮廓<br>&nbsp;Persp/Multi透视/多功能<br>&nbsp;Persp/Outliner透视/轮廓<br>&nbsp;Persp/Graph透视/图形<br>&nbsp;Persp/Set Editor透视/组编辑器<br>&nbsp;Edit Layouts编辑布局<br>&nbsp;Frame Selected in All Views所有视图选定帧<br>&nbsp;Frame All in All Views所有视图的所有帧<br>&nbsp;Minimize Application最小化应用<br>&nbsp;Raise Application Windows移动窗口向前<br>&nbsp;Options可选项<br>&nbsp;General Preferences一般设置<br>&nbsp;UI Preferences用户界面设置<br>&nbsp;Customize UI定制用户界面<br>&nbsp;Hotkeys快捷键<br>&nbsp;Colors颜色<br>&nbsp;Marking Menus标记菜单<br>&nbsp;Shelves书架<br>&nbsp;Panels面板<br>&nbsp;Save Preferences保存设置<br>&nbsp;Status Line状态栏<br>&nbsp;Shelf书架<br>&nbsp;Feedback Line反馈栏<br>&nbsp;Channel Box通道面板<br>&nbsp;Time Slider时间滑动棒<br>&nbsp;Range Slider范围滑动棒<br>&nbsp;Command Line命令行<br>&nbsp;Help Line帮助行<br>&nbsp;Show Only Viewing Panes仅显示视图面板<br>&nbsp;Show All Panes显示所有面板<br>&nbsp;<br>&nbsp;Modeling建模系统<br>&nbsp;<br>&nbsp;Primitives基本物体<br>&nbsp;Create NURBS创建NURBS物体<br>&nbsp;Sphere球体<br>&nbsp;Cube立方体<br>&nbsp;Cylinder圆柱体<br>&nbsp;Cone圆台（锥）体<br>&nbsp;Plane平面物体<br>&nbsp;Circle圆<br>&nbsp;Create Polygons创建多边形物体<br>&nbsp;Sphere球体<br>&nbsp;Cube立方体<br>&nbsp;Cylinder圆柱体<br>&nbsp;Cone圆台（锥）体<br>&nbsp;Plane平面物体<br>&nbsp;Torus面包圈<br>&nbsp;Create Text创建文本<br>&nbsp;Create Locator创建指示器<br>&nbsp;Construction Plane构造平面<br>&nbsp;Create Camera创建照相机<br>&nbsp;Curves创建曲线<br>&nbsp;CV Curve Tool CV曲线工具<br>&nbsp;EP Curve Tool EP曲线工具<br>&nbsp;Pencil Curve Tool笔曲线工具<br>&nbsp;Add Points Tool加点工具<br>&nbsp;Curve Editing Tool曲线编辑工具<br>&nbsp;Offset Curve曲线移动<br>&nbsp;Offset Curve On Surface曲线在表面移动<br>&nbsp;Project Tangent曲线切线调整<br>&nbsp;Fillet Curve带状曲线<br>&nbsp;Rebuild Curve重建曲线<br>&nbsp;Extend Curve扩展曲线<br>&nbsp;Insert Knot插入节点<br>&nbsp;Attach Curves连接曲线<br>&nbsp;Detach Curves断开曲线<br>&nbsp;Align Curves对齐曲线<br>&nbsp;Open/Close Curves打开/关闭曲线<br>&nbsp;Reserse Curves反转曲线<br>&nbsp;Duplicate Curves复制曲线<br>&nbsp;CV Hardness硬化曲线<br>&nbsp;Fit B-spline适配贝塔曲线<br>&nbsp;Surfaces曲面<br>&nbsp;Bevel斜角<br>&nbsp;Extrude凸出<br>&nbsp;Loft放样<br>&nbsp;Planar曲面<br>&nbsp;Revolve旋转<br>&nbsp;Boundary边界<br>&nbsp;Birail 1 Tool二对一工具<br>&nbsp;Birail 2 Tool二对二工具<br>&nbsp;Birail 3+ Tool二对三工具<br>&nbsp;Circular Fillet圆边斜角<br>&nbsp;Freeform Fillet自由形斜角<br>&nbsp;Fillet Blend Tool斜角融合工具<br>&nbsp;Edit Surfaces编辑曲面<br>&nbsp;Intersect Surfaces曲面交叉<br>&nbsp;Project Curve投影曲线<br>&nbsp;Trim Tool修整曲线工具<br>&nbsp;Untrim Surfaces撤消修整<br>&nbsp;Rebuild Surfaces重建曲面<br>&nbsp;Prepare For Stitch准备缝合<br>&nbsp;Stitch Surface Points点缝合曲面<br>&nbsp;Stitch Tool缝合工具<br>&nbsp;NURBS to Polygons NURBS转化为多边形<br>&nbsp;Insert Isoparms添加元素<br>&nbsp;Attach Surfaces曲面结合<br>&nbsp;Detach Surfaces曲面分离<br>&nbsp;Align Surfaces曲面对齐<br>&nbsp;Open/Close Surfaces打开/关闭曲面<br>&nbsp;Reverse Surfaces反转曲面<br>&nbsp;Polygones多边形<br>&nbsp;Create Polygon Tool创建多边形工具<br>&nbsp;Append to Polygon Tool追加多边形<br>&nbsp;Split Polygon Tool分离多边形工具<br>&nbsp;Move Component移动元素<br>&nbsp;Subdivide多边形细化<br>&nbsp;Collapse面转点<br>&nbsp;Edges边界<br>&nbsp;Soften/Harden柔化/硬化<br>&nbsp;Close Border关闭边界<br>&nbsp;Merge Tool合并工具<br>&nbsp;Bevel斜角<br>&nbsp;Delete and Clean删除和清除<br>&nbsp;Facets面<br>&nbsp;Keep Facets Together保留边线<br>&nbsp;Extrude凸出<br>&nbsp;Extract破碎<br>&nbsp;Duplicate复制<br>&nbsp;Triangulate三角分裂<br>&nbsp;Quadrangulate四边形合并<br>&nbsp;Trim Facet Tool面修整工具<br>&nbsp;Normals法向<br>&nbsp;Reverse倒转法向<br>&nbsp;Propagate传播法向<br>&nbsp;Conform统一法向<br>&nbsp;Texture质地<br>&nbsp;Assign Shader to Each Projection指定投影<br>&nbsp;Planar Mapping平面贴图<br>&nbsp;Cylindrical Mapping圆柱体贴图<br>&nbsp;Spherical Mapping球体贴图<br>&nbsp;Delete Mapping删除贴图<br>&nbsp;Cut Texture裁剪纹理<br>&nbsp;Sew Texture斜拉纹理<br>&nbsp;Unite联合<br>&nbsp;Separate分离<br>&nbsp;Smooth光滑<br>&nbsp;Selection Constraints选定限定工具<br>&nbsp;Smart Command Settings改变显示属性<br>&nbsp;Convert Selection转化选定<br>&nbsp;Uninstall Current Settins解除当前设定 <br>&nbsp;Animation动画模块<br>&nbsp;<br>&nbsp;Keys关键帧<br>&nbsp;Settings设置关键帧<br>&nbsp;Auto Key自动设置关键帧<br>&nbsp;Spline样条曲线式<br>&nbsp;Linear直线式<br>&nbsp;Clamped夹具式<br>&nbsp;Stepped台阶式<br>&nbsp;Flat平坦式<br>&nbsp;Other其他形式<br>&nbsp;Set Driven Key设置驱动关键帧<br>&nbsp;Set设置<br>&nbsp;Go To Previous前移<br>&nbsp;Go To Next后退<br>&nbsp;Set Key设置帧<br>&nbsp;Hold Current Keys保留当前帧<br>&nbsp;Paths路径<br>&nbsp;Set Path Key设置路径关键帧<br>&nbsp;Attach to Path指定路径<br>&nbsp;Flow Path Object物体跟随路径<br>&nbsp;Skeletons骨骼<br>&nbsp;Joint Tool关节工具<br>&nbsp;IK Handle Tool反向动力学句柄工具<br>&nbsp;IK Spline Handle Tool反向动力学样条曲线句柄工具<br>&nbsp;Insert Joint Tool添加关节工具<br>&nbsp;Reroot Skeleton重新设置根关节<br>&nbsp;Remove Joint去除关节<br>&nbsp;Disconnect Joint解除连接关节<br>&nbsp;Connect Joint连接关节<br>&nbsp;Mirror Joint镜向关节<br>&nbsp;Set Preferred Angle设置参考角<br>&nbsp;Assume Preferred Angle<br>&nbsp;Enable IK Solvers反向动力学解算器有效<br>&nbsp;EIk Handle Snap反向动力学句柄捕捉有效<br>&nbsp;ESelected IK Handles反向动力学句柄有效<br>&nbsp;DSelected IK Handles反向动力学句柄无效<br>&nbsp;Deformations变形<br>&nbsp;Edit Menbership Tool编辑成员工具<br>&nbsp;Prune Membership变形成员<br>&nbsp;Cluster簇变形<br>&nbsp;Lattice旋转变形<br>&nbsp;Sculpt造型变形<br>&nbsp;Wire网格化变形<br>&nbsp;Lattice旋转<br>&nbsp;Sculpt造型<br>&nbsp;Cluster簇<br>&nbsp;Point On Curve线点造型<br>&nbsp;Blend Shape混合变形<br>&nbsp;Blend Shape Edit混合变形编辑<br>&nbsp;Add增加<br>&nbsp;Remove删除<br>&nbsp;Swap交换<br>&nbsp;Wire Tool网格化工具<br>&nbsp;Wire Edit网格编辑<br>&nbsp;Add增加<br>&nbsp;Remove删除<br>&nbsp;Add Holder增加定位曲线<br>&nbsp;Reset重置<br>&nbsp;Wire Dropoff Locator网线定位器<br>&nbsp;Wrinkle Tool褶绉变形工具<br>&nbsp;Edit Lattice编辑旋转<br>&nbsp;Reset Lattice重置旋转<br>&nbsp;Remove Lattice Tweeks恢复旋转<br>&nbsp;Display I-mediate Objects显示中间物体<br>&nbsp;Hide Intermediate Objects隐藏中间物体<br>&nbsp;Skinning皮肤<br>&nbsp;Bind Skin绑定蒙皮<br>&nbsp;Detach Skin断开蒙皮<br>&nbsp;Preserve Skin Groups保持皮肤组<br>&nbsp;Detach Skeleton分离骨骼<br>&nbsp;Detach Selected Joints分离选定关节<br>&nbsp;Reattach Skeleton重新连接骨骼<br>&nbsp;Reattach Selected Joints重新连接关节<br>&nbsp;Create Flexor创建屈肌<br>&nbsp;Reassign Bone Lattice Joint再指定骨头关节<br>&nbsp;Go to Bind Pose恢复骨头绑定<br>&nbsp;Point关节<br>&nbsp;Aim目标<br>&nbsp;Orient方向<br>&nbsp;Scale缩放<br>&nbsp;Geometry几何体<br>&nbsp;Normal法向 <br>&nbsp;<br>&nbsp;Rendering<br>&nbsp;<br>&nbsp;Lighting灯光<br>&nbsp;Create Ambient Light创建环境光<br>&nbsp;Create Directional Light创建方向灯<br>&nbsp;Create Point Light创建点光源<br>&nbsp;Create Spot Light创建聚光灯<br>&nbsp;Relationship Panel关系面板<br>&nbsp;Light Linking Tool灯光链接工具<br>&nbsp;Shading 阴影<br>&nbsp;Shading Group Attributes阴影组属性<br>&nbsp;Create Shading Group创建阴影组<br>&nbsp;Lambert朗伯材质<br>&nbsp;Phong Phong材质<br>&nbsp;Blinn布林材质<br>&nbsp;Other其他材质<br>&nbsp;Assign Shading Group指定阴影组<br>&nbsp;InitialParticleSE初始粒子系统<br>&nbsp;InitialShadingGroup初始阴影组<br>&nbsp;Shading Group Tool阴影组工具<br>&nbsp;Texture Placement Tool纹理位移工具<br>&nbsp;Render渲染<br>&nbsp;Render into New Window渲染至新窗口<br>&nbsp;Redo Previous Render重复上次渲染<br>&nbsp;Test Resolution测试分辨率<br>&nbsp;Camera Panel照相机面板<br>&nbsp;Render Globals一般渲染<br>&nbsp;Batch Render批渲染<br>&nbsp;Cancel Batch Render取消批渲染<br>&nbsp;Show Batch Render显示批渲染 <br>&nbsp;<br>&nbsp;Dynamics动力学系统<br>&nbsp;<br>&nbsp;Settings设置<br>&nbsp;Initial State初始状态<br>&nbsp;Set For Current当前设置<br>&nbsp;Set For All Dynamic设置总体动力学特性<br>&nbsp;Rigid Body Solver刚体解算器<br>&nbsp;Dynamics Controller动力学控制器<br>&nbsp;Particle Collision Events粒子爆炸<br>&nbsp;Particle Caching粒子缓冲<br>&nbsp;Run-up and Cache执行缓冲<br>&nbsp;Cache Current Frame缓冲当前帧<br>&nbsp;Set Selected Particles设置选定粒子<br>&nbsp;Dynamics On动力学开<br>&nbsp;Dynamics Off动力学关<br>&nbsp;Set All Particles设置所有粒子<br>&nbsp;Particles All On When Run执行时粒子系统开<br>&nbsp;Auto Create Rigid Body自动创建刚体<br>&nbsp;Particles粒子<br>&nbsp;Particle Tool粒子工具<br>&nbsp;Create Emitter创建发射器<br>&nbsp;Add Emitter增加发射器<br>&nbsp;Add Collisions增加碰撞<br>&nbsp;Add Goal增加目标<br>&nbsp;Fields场<br>&nbsp;Create Air创建空气动力场<br>&nbsp;Create Drag创建拖动场<br>&nbsp;Create Gravity创建动力场<br>&nbsp;Create Newton创建牛顿场<br>&nbsp;Create Radial创建辐射动力场<br>&nbsp;Create Turbulence创建震荡场<br>&nbsp;Create Uniform创建统一场<br>&nbsp;Create Vortex创建涡流场<br>&nbsp;Add Air增加空气动力场<br>&nbsp;Add Newton增加牛顿场<br>&nbsp;Add Radial增加辐射场<br>&nbsp;Add Turbulence增加震荡场<br>&nbsp;Add Uniform增加统一场<br>&nbsp;Add Vortex增加涡流场<br>&nbsp;Connect连接<br>&nbsp;Connect to Field场连接<br>&nbsp;Connect to Emitter发射器连接<br>&nbsp;Connect to Collision碰撞连接<br>&nbsp;Bodies柔体和刚体<br>&nbsp;Create Active Rigid Body创建正刚体<br>&nbsp;Create Passive Rigid Body创建负刚体<br>&nbsp;Create Constraint创建约束物体<br>&nbsp;Create Soft Body创建柔体<br>&nbsp;Create Springs创建弹簧<br>&nbsp;Set Active Key设置正向正<br>&nbsp;Set Passive Key设置负向正<br>&nbsp;Help帮助<br>&nbsp;Product Information产品信息<br>&nbsp;Help帮助</font><br>
<img src ="http://www.cnitblog.com/kele/aggbug/32983.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/kele/" target="_blank">坏孩子的涂鸦空间</a> 2007-09-05 10:29 <a href="http://www.cnitblog.com/kele/articles/32983.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>MAYA快捷键</title><link>http://www.cnitblog.com/kele/articles/32980.html</link><dc:creator>坏孩子的涂鸦空间</dc:creator><author>坏孩子的涂鸦空间</author><pubDate>Wed, 05 Sep 2007 02:03:00 GMT</pubDate><guid>http://www.cnitblog.com/kele/articles/32980.html</guid><wfw:comment>http://www.cnitblog.com/kele/comments/32980.html</wfw:comment><comments>http://www.cnitblog.com/kele/articles/32980.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnitblog.com/kele/comments/commentRss/32980.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/kele/services/trackbacks/32980.html</trackback:ping><description><![CDATA[<p><img height=307 alt="" src="http://www.cnitblog.com/images/cnitblog_com/kele/MAYA1.gif" width=513 border=0><br><img height=268 alt="" src="http://www.cnitblog.com/images/cnitblog_com/kele/MAYA2.gif" width=524 border=0><br><br><img height=454 alt="" src="http://www.cnitblog.com/images/cnitblog_com/kele/MAYA3.gif" width=514 border=0><br><br><img height=137 alt="" src="http://www.cnitblog.com/images/cnitblog_com/kele/MAYA4.gif" width=520 border=0><br><img height=392 alt="" src="http://www.cnitblog.com/images/cnitblog_com/kele/MAYA5.gif" width=511 border=0><br><br><br><br><img height=222 alt="" src="http://www.cnitblog.com/images/cnitblog_com/kele/MAYA6.gif" width=515 border=0><br><br><br><br><br><br><br><br>操作杆操作 <br>t 显示操作杆工具 <br>= 增大操纵杆显示尺寸 <br>- 减少操纵杆显示尺寸 </p>
<p>窗口和视图设置 <br>ctrl+a 弹出属性编辑窗/显示通道栏 <br>a满屏显示所有物体（在激活的视图） <br>f满屏显示被选目标 <br>shift+f在所有视图中满屏显示被选目标 <br>shift+a在所有视图中满屏显示被选对象 <br>space快速切换单一视图和多视图模式 </p>
<p>移动被选对象 <br>alt+向上键 向上移动一个象素 <br>alt+向下键 向下移动一个象素 <br>alt+向左键 向左移动一个象素 <br>alt+向右键 向右移动一个象素 <br>&#8216; 设置键盘的中心集中于命令行 <br>alt+&#8216; 设置键盘的中心于数字输入行 </p>
<p>播放控制 <br>alt+。 在时间轴上前进一帧 <br>alt+， 在时间轴上后退一帧 <br>。 前进到下一关键帧 <br>， 后退到下一关键帧 <br>alt+v 播放按钮（ 打开/关闭） <br>alt/shift+v 回到最小帧 <br>k 激活模拟时间滑块 </p>
<p>选择物体和成分 <br>f8 切换物体/ 成分编辑模式 <br>f9 选择多边形顶点 <br>f10 选择多边形的边 <br>f11 选择多边形面 <br>f12 选择多边形uvs <br>ctrl+i 选择下一个中间物体 <br>ctrl+f9 选择多边形的顶点和面 </p>
<p>显示设置 <br>4 网格显示模式 <br>5 实体显示模式 <br>6 实体和材质显示模式 <br>7 灯光显示模式 <br>8 切换到paint effect模式 <br>d 设置显示质量（弹出式标记菜单） <br>1 低质量显示 <br>2 中等质量显示 <br>3 高质量显示 </p>
<p>混合操作 <br>] 重做视图的改变 <br>[ 撤消视图的改变 <br>alt+s 旋转手柄附着状态 </p>
<p>文件管理 <br>ctrl+n 建立新的场景 <br>ctrl+o 打开场景 <br>ctrl+s 存储场景 </p>
<p>雕刻笔设置 <br>alt+f 扩张当前值 <br>alt+r 激活双重作用 <br>alt+a 显示激活的线框 <br>alt+c 色彩反馈 <br>u切换雕刻笔作用方式 <br>o修改雕刻笔参考值 <br>b修改雕刻笔影响力范围 <br>m调整最大偏移量（按下/释放） <br>n修改值珠大小（按下释改） <br>/拾取色彩模式--用于：绘制成员资格,绘制权重属性绘制绘制每个顶点色彩工具 ,选择丛（按下/释放）-用于绘制权重工具 </p>
<p>吸咐操作 <br>c 吸咐到曲线 <br>x 吸咐到网格 <br>v 吸咐到点 </p>
<p>菜单模式选择 <br>ctrl+m 显示+主菜单 <br>h 转换菜单栏（标记菜单） <br>f2 显示动画菜单 <br>f3 显示建模菜单 <br>f4 显示动力学菜单 <br>f5 显示渲染菜单 </p>
<p>当使用BlendShape工具时:先选择变形目标,后选择基对象建立父子物体关系时,先选择子物体后选择父物体,按P建立约束,先选择主物体,再选择被约束物体 在 </p>
<p>MAYA中黑色代表不透明,白色代表透明 </p>
<p>在hypershade里，连接节点： 直接拖动mm=小菜单选择，ctrl+mm默认连接如outcolor到目标接点的color，shift+mm connection窗口所有属性。 </p>
<p>在hypershade的workarea里加入的接点可以从上栏的分类中找到。也可hypershade和outliner配合：同时打开hypershade和outliner，outliner右键关闭 </p>
<p>第一项show dag object only,把材质接点的名起好（好找的名字），然后把接点拖回hypershade中连接。 </p>
<p>雕刻刀工具 <br>按住B键不放,按住鼠标左键拖动,缩放笔刷半径大小 <br>按住M键不放,按住鼠标左键拖动,缩放影响力大小 <br>按住U键不放,呼出菜单,改变笔刷工具 <br>按住N键可以改变数值但不清楚改变什么</p>
<img src ="http://www.cnitblog.com/kele/aggbug/32980.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/kele/" target="_blank">坏孩子的涂鸦空间</a> 2007-09-05 10:03 <a href="http://www.cnitblog.com/kele/articles/32980.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>认识NURBS、Polygon、Subdivision基本元素和基本物体</title><link>http://www.cnitblog.com/kele/articles/32574.html</link><dc:creator>坏孩子的涂鸦空间</dc:creator><author>坏孩子的涂鸦空间</author><pubDate>Wed, 29 Aug 2007 01:55:00 GMT</pubDate><guid>http://www.cnitblog.com/kele/articles/32574.html</guid><wfw:comment>http://www.cnitblog.com/kele/comments/32574.html</wfw:comment><comments>http://www.cnitblog.com/kele/articles/32574.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnitblog.com/kele/comments/commentRss/32574.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/kele/services/trackbacks/32574.html</trackback:ping><description><![CDATA[<p>一、Nurbs物体的基本元素和基本物体<br>1、Nurbs曲线<br>l Nurbs 曲线的次数：<br>Nurbs曲线根据次数可以分为一次，二次，三次，四次曲线等，一次曲线就是一条直线，至少需要两个控制点来定义它的形状；二次曲线是抛物线，至少需要三个控制点，以此类推；刚才我们建立的是三次曲线，这就是为什么我们至少需要用四个控制点来建立它的原因。三次以上就是很平滑的曲线了。曲线的次数越高，曲线就越平滑，可以调节出更精确的曲率，但是一般来讲3次已经足够了。<br><img height=290 alt="" src="http://www.cnitblog.com/images/cnitblog_com/kele/maya0301.jpg" width=473 border=0><br>Nurbs的Degree，从左到右：一次，二次，三次Nurbs曲线。<br>l 曲线的跨度（Span）：<br>跨度的概念很简单但很重要：位于两个编辑点之间的曲线段就是一个跨度（Span）。<br>4、Nurbs 表面:<br>Nurbs表面的根本是Nurbs曲线，两者背后的原理都是一样的，只不过曲线是二维的，只有一个方向，U方向，Nurbs曲面是三维的，有两个方向：U方向和与之交叉的V方向。<br><img height=425 alt="" src="http://www.cnitblog.com/images/cnitblog_com/kele/maya0302.jpg" width=553 border=0><br></p>
<p>控制点：拖拽它可以控制表面的形状。<br>Hull：连接控制点的直线，当你选择Hull的时候，你也就选择了与之相关的所有直线。<br>跨度：位于表面编辑点的两条结构线之间就是一个跨度。<br>结构线：结构线表示了Nurbs曲面在U或V方向上的横截面。<br>5、Nurbs的基本物体<br><img height=336 alt="" src="http://www.cnitblog.com/images/cnitblog_com/kele/maya0303.gif" width=553 border=0></p>
Maya为我们提供了丰富的基本几何体，如球体，立方体，圆锥体，圆环等，很多情况下我们可以直接利用这些几何体，或以这些基本几何体为基础进行变形和布尔运算，得到我们想要的形状。<br>下面我们以一个Nurbs球为例说明一下基本体的参数。<br><br><img height=325 alt="" src="http://www.cnitblog.com/images/cnitblog_com/kele/maya0304.jpg" width=482 border=0><br>Pivot 设定物体创建后所在的坐标位置，缺省为Object 当使用User Defined可以设定Pivot point的值，来自定义球的中心点的位置，但物体的轴心点仍然是原点。<br>Axis 选择X Y Z以改变物体两个极点的方向。选择Free 以激活X Y Z的轴定义框，选择Active View使物体的极点与正交视图垂直，对于摄像机和透视图不起作用。<br>Start Sweep Angle 球体垂直轴旋转轴开始角度。<br>End Sweep Angle 球体垂直轴旋转轴结束角度。<br>Radius 球体半径。<br>Surface Degree 表面度可以控制球的平滑程度。有两种方式：Linear(直线形即1度) Cubic(曲线形即3度)。<br>Use Tolerance 可以提高几何体形体的精度。<br>Number of sections 设置某一方向上的表面曲线数目。<br>Number of spans 设置球体上跨过细分片断方向上的表面曲线数目。<br>其它基本几何体的参数相差无几。这儿不在一一介绍。<br>二、Polygon物体的基本元素和基本物体<br>1．多边形的构成<br>点 线 面<br>所谓多边形就是由多条边围成的一个闭合的路径形成的一个面、由多面形成的模型即是多边型，点与点之间的连线为多边形的边。<br>多边形 顶点(Polygon Vertex)：是多边形的最基本的元素，只要顶点的位置确定了，多边形的形状也就确定了。事实上，所谓的多边形建模，基本上就是在调整顶点的位置。<br>多边形 边(Polygon Edge)：就是一条连接两个多边形顶点的直线段。<br>多边形 面（Polygon Face）：就是由多边形的边所围成的一个面，大多数三维软件的多边形面都是由三条边构成，但是一些软件，比如Maya，允许由三条以上的边构成一个多边形面。<br><img height=323 alt="" src="http://www.cnitblog.com/images/cnitblog_com/kele/maya0305.jpg" width=352 border=0><br>2.Polygon的基本物体<br>下面我们以Polygon球为例说明一下基本体的参数。<br><img height=243 alt="" src="http://www.cnitblog.com/images/cnitblog_com/kele/maya0306.jpg" width=639 border=0><br>Radius 球体半径。<br>Axis 选择X Y Z以改变物体的两个级点的方向。<br>Subdivisions Around Axis 轴向周围细分跨度的数目。<br>Subdivisions Along Height 沿着高度细分跨度的数目。<br>二、Subdivisions物体的基本元素和基本物体<br>1．Subdivisions的基本元素<br>Subdivisions的基本元素其实就是做为它代理物体（Polygon）的点、线、面。对于Subdivisions的每一个点，每一条边，第一个面都可以进行独立的细分，越细那么形成的点、边或者面就越多。<br><img height=393 alt="" src="http://www.cnitblog.com/images/cnitblog_com/kele/maya0307.jpg" width=400 border=0><br>在用Subdivition建模的时候可以对点进行细分，还可以使用在代理模式下使用Polygon的所有命令。但在复杂的场景中会显示得非常的慢，有时候会让你难以忍受。<br><br><br><img height=466 alt="" src="http://www.cnitblog.com/images/cnitblog_com/kele/maya0308.jpg" width=442 border=0><br>2．Subdivisions的基本物体<br>得到Subdivisions基本物体可以在Create\Subdiv Primitives下点击即可创建得到，没有具体的参数。实在使用过过程中往往是把NURBS或者Polygon物体转成Subdivision物体再进行编辑。这将外后面的课程中讲到如何实现不同物体之间的转换，而且Maya 4.5新增了久违的Subdivision转NURBS功能。
<img src ="http://www.cnitblog.com/kele/aggbug/32574.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/kele/" target="_blank">坏孩子的涂鸦空间</a> 2007-08-29 09:55 <a href="http://www.cnitblog.com/kele/articles/32574.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>MEL语言</title><link>http://www.cnitblog.com/kele/articles/27150.html</link><dc:creator>坏孩子的涂鸦空间</dc:creator><author>坏孩子的涂鸦空间</author><pubDate>Thu, 17 May 2007 08:38:00 GMT</pubDate><guid>http://www.cnitblog.com/kele/articles/27150.html</guid><wfw:comment>http://www.cnitblog.com/kele/comments/27150.html</wfw:comment><comments>http://www.cnitblog.com/kele/articles/27150.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnitblog.com/kele/comments/commentRss/27150.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/kele/services/trackbacks/27150.html</trackback:ping><description><![CDATA[mel是Maya Embedded Language(Maya内置语言)的缩写，是一种强大的命令和脚本语言，让你直接控制Maya的特征、进程和工作流程。<br><br>mel能做什么，不能做什么？能做的<br><br>mel有一个很重要的功能是编写界面，Maya的整个界面是用mel编写的，Maya中的所有界面元素都可以编写到你自己的mel程序界面中，你可以用mel跟据自己的习惯定制自己的操作界面。<br><br>Maya中的所有的按钮命令都是通过mel来调用的，你可以记录并把其中一些命令组合起来，通过一键或按钮来自动执行这一组命令，就像PhotoShop里的Actions一样。<br><br>Maya中的每一步操作都是在执行mel，因此Maya的任何一个功能，能做的任何一项操作，都可以加到你自己的mel程序中。<br><br>mel有着和c语言类似的语法，有强大的字符串处理功能，还包含一些较为低层的命令（比如说获取选择物体的名称和获取点在空间中的坐标值等命令），可以编写一些Maya中没有的，较为复杂的功能。<br><br>不能做的<br><br>mel是一种脚本语言，受脚本解释器(Command Engine)和Maya内置命令的影响，还是有很多局限的。<br><br>mel不能使用ActiveX插件。<br><br>mel只能根据Maya中已有的命令(dll或mll中注册过的命令)进行扩展，无法直接调用dll模块中的函数。<br><br>我们平常使用的dll或exe程序文件是经过编译器优化的二进制文件，命令的执行速度非常快。mel脚本语言是文本，有一个脚本解释器分析的过程，命令的执行速度较慢，大约要慢20倍。<br><br>mel不支持指针，不能对内存进行直接操作。这就导致了很多方面的效率超级低下，对内存的间接操作可能会使运行速度降低100倍甚至1000倍以上。不过这样也有一个不容争辩的好处，就是不会产生内存泄漏，保障了Maya的稳定性。<br><br>mel不能读写二进制文件。既然mel不支持指针，不支持数据结构，就算能够读写二进制文件意义也不大。<br><br>mel不能编写程序渲染器、播放器；不能编写Maya中不存在的界面元素，如TreeView、RichEdit、透明窗口等；不能编写读取二进制文件的程序，如3dmax(*.max)、LightWave(*.lwo,*.lw)等。<br><br>有人问过mel能不能编写病毒问题。答案是肯定的。编写mel病毒不需要什么高超的技能，只要通过mel调用dos命令或JavaScript/VBScript命令就行了。编写病毒是一件损人不利己的事，mel病毒决对不能代表编写者的技术高深，只能说明他的素质低劣。mel病毒极其罕见，只听说国内有人编过，并害了自己人。如果万一你被mel病毒格式了硬盘或删除了文件，可以用EasyRecover之类的程序来恢复，但有一点一定要记住，就是在恢复文件之前千万不要对受损的硬盘进行写操作！包括不能把恢复的数据存到受损的硬盘上！否则再厉害的高手也救不了你。<br><br>学Maya一定要学mel吗？<br><br>不一定非要学mel。但由于Maya与mel的关系太密切了，Maya的用户界面就是用mel编写的，你在Maya中的每一步操作都是在执行mel，你也经常会在表达式里用到mel，或使用别人编写的外部mel程序，这一切都要求你至少要对mel有一个初步的了解。<br><br>可以先学mel再学Maya吗？<br><br>不可以。只有先熟悉的Maya的操作后才可以学mel。一般至少学两个月以上的Maya，才可以学mel。<br><br>学mel是否要有编程基础？是否应该先学C语言再学mel？<br><br>有编程基础的确会对学mel有很大帮助，但这并不是说学mel一定要有编程基础。C语言和Java语言虽然在语法上与mel很相似，但在编程的思路方面有很大差距，mel更注重代码的简洁而非代码运行的高效率。由于mel是不需要编译的脚本语言，对一些编程的规范要求不是很严格，学习起来会比C或Java更简单一些。<br><br>学mel是否要学好数学？是否要学好图形学？<br><br>如果你是学理科的，而且以后打算在3D图形编程这方面发展，那么学好数学和图形学是必须的。如果你是搞艺术的，学mel只是为了辅助Maya作图，那么你就少在数学和图形学上浪费时间。mel是比较高层的脚本语言，一般都是直接调用Maya中已经编好的算法，你只要熟练掌握Maya的操作就行了。如果你有比较好的图形学基础，可能反而会不喜欢使用mel，因为很多优秀的算法无法用mel实现 - mel的速度太慢了。<br><br>如何编写mel？<br><br>mel是脚本语言，这就意味着你可以用任何文本编辑器来编写，比如写字板、记事本等。Maya自带的编辑器不好用，所以我们一般使用外部编辑器来编写mel。比较专业的编辑器有：TextPad、UltraEditor、EditPlus等，有了这些编辑器后还要在网上(比如Highend3d)下载一个mel语法加亮文件，配置好后，才好用。<br><br>如何使用mel？mel编辑器<br><br>单行的mel命令，可以直接在命令行(Command Line)执行，也可以在Window &gt; General Editors &gt; Command Shell执行。<br><br>多行的mel代码，可以在Script Editor中按Ctrl+Enter执行。<br><br>shelf<br><br>在Shelf中执行mel。把要执行的代码选中，用鼠标拖放到Shelf上，Shelf上多了一个mel图标，点这个图标，就可以执行你的mel代码了。<br><br>使用textToShelf命令。比如：textToShelf "cube" "polyCube";可以在当前Shelf上建一个polyCube命令的图标。<br><br>使用Shelf Editor，添加、编辑你的mel代码，或更改图标。<br><br>mel文件<br><br>mel文件的名字必须取与文件中的主函数相同的名字。要把mel文件复制到我的文档/Maya/5.0/scripts目录中，然后在命令行输入主函数名就可以执行这个函数命令。<br><br>源化脚本(Source Script)<br><br>Source Script可以使mel文件中的代码或命令立即生效。有几种方法可以Source Script，比如说可以在命令行执行source yourScript.mel，或用Script Editor的File &gt; Source Script...，或直接把你的mel文件拖放到Maya的视窗中。<br><br>启动文件userSetup.mel<br><br>要想在Maya每次启动时都执行某一段代码，需要把这段代码加到Maya的启动文件userSetup.mel中。<br><br>具体方法是在我的文档/Maya/5.0/scripts目录中新建一个文本文件并重命名为userSetup.mel，然后把你的代码加到这个文件中。如果scripts目录中已经存在了userSetup.mel，就把你的代码加到这个文件的结尾。<br><br>其它<br><br>也可以通过快捷键、菜单、Marking Menu、mll插件、外部程序文件、JavaScript等方法来调用mel。<br><br>如何学习mel？<br><br>学mel最好的参考手册就是Maya的帮助文档，遇到问题时，应首先从这些文档中找答案。我把文档中的Mel Command Reference部分做成了chm文件便于查询，可以点此处下载。<br><br>要想提高自已的水平，需要多看别人编写的mel代码。&lt;disk&gt;:\\Alias\\Maya6.0\\scripts目录中存放着所有Maya自带的mel，这些mel可以随意抄写，修改并发布，无版权限制，是我们学习的范本。另外在Maya官方网站和Highend3d也可以下载到大量有用的mel供我们学习。<br><br>什么是表达式？mel与表达式有什么关系？<br><br>mel与表达式的关系，Maya帮助文档中讲得很清楚：<br><br>Expressions have a different purpose from MEL commands and MEL scripts. You enter a MEL command to do a single action, for example, to create a sphere.<br><br>A MEL script is a list of commands you create to do a sequence of actions, for instance, create a wall-shaped object and apply a brick texture to it.<br><br>Because you store a MEL script in a file on disk, you can run a script in different scenes and different work sessions, whether today or next year.<br><br>An expression animates one or more attributes over time in a single scene. By default, an expression executes each frame as an animation plays. After you create an expression, it executes whenever you play the animation-including when you play the animation after saving, closing, and reopening the scene.<br><br>A MEL command or script is not part of a scene after you execute it. You must execute it again to repeat the action.<br><br>做几点补充说明：<br><br>mel是用户与Maya内部机制交流的通道。mel不能直接编写节点和属性，因此往往要使用表达式才能对物体进行实时控制。<br><br>表达式是与动画不可分割的，表达式与动画的时间(time或frame)有密切的关系，表达式对动画的每一帧都要进行计算。<br><br>在表达式中可以使用mel，但很多mel用在表达式中是没有意义的，比如说一般不会把编写界面的mel用在表达式中。<br><br>mel脚本可以用于任何场景。表达式只能用于一个场景，另一个场景即使用到相同的表达式，也要重新创建。<br><br>表达式主要是对物体的属性进行控制，可以用等号对物体的属性直接取值或赋值，例如：<br><br>cone.translateX = 3;<br><br>而mel就必须用getAttr或setAttr来做同样的事情了，例如：<br><br>setAttr cone.translateX 3;<br><br>什么是MayaAPI？与mel有什么关系？<br><br>API - Application Programmer Interface(应用程序界面)。也有人称作SDK，是一种专门给程序员使用的界面或接口。<br><br>MayaAPI提供了Maya的5个dll文件。这些dll中包含控制Maya的大量类和函数，我们通过这些类和函数用vc++编写自己的dll(mll)文件，这些函数通过Maya的方式(比如用mel命令的形式)来调用。<br><br>我们常用到的*.mll插件都是通过MayaAPI编写的。<br><br>MayaAPI比mel更强大，更复杂，效率更高，能做到许多mel做不到的事情，运行速度在mel的十倍以上。MayaAPI的功能主要体现在以下几点：<br><br>编写mel命令。 <br><br>执行mel命令。 <br><br>进行创建物体，选择、缩放、删除等基本操作。 <br><br>编写manipulator。 <br><br>编写contexts(tool)。 <br><br>编写属性节点。 <br><br>编写材质节点。 <br><br>文件输入输出。 <br><br>编写独立的exe控制台程序。<br><br>MayaAPI程序因为使用vc++，可以使用MayaAPI，MFC，还有很多SDK，几乎是无所限制。不过不能改动Maya底层的东西，不能更改Maya的运作方式。<br><br>使用MayaAPI，需要有vc++的编程经验，并具有图形学基础
<img src ="http://www.cnitblog.com/kele/aggbug/27150.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/kele/" target="_blank">坏孩子的涂鸦空间</a> 2007-05-17 16:38 <a href="http://www.cnitblog.com/kele/articles/27150.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>