maya菜单教程

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File (文件)菜单
New Scene(新场景)
Open Scene(打开场景)
Save Scene(保存场景)
Save Scene As…(另存为)
Save Preferences(保存参考)Optimize Scene Size(优化场景大小)Import…(导入)
Export All…(导出)
Export Selection…(导出选择的物体)View Image…(观看图像)
View Sequence…(观看序列帧)Create Reference…(创建参考)Reference Editor(参考编辑器)Project(工程)
Recent Files(最近的文件)
Recent Projects(最近的工程)
Exit(退出)Edit(编辑)菜单
Undo(后退)
Redo(重做)
Repeat(重复)
Recent Commands List(最近命令列表)Cut(剪切)
Copy(复制)
Paste(粘贴)
Keys(关键帧)
Delete(删除)
Delete by Type(类型删除)
Delete All by Type(类型全部删除)Select Tool(选择工具)
Deselect(去选)
Select Hierarchy(选择层级)
Invert Selection(反选)
Select All by Type(类型全部选择)
Quick Select Sets(快速选择设置)Duplicate(复制)
Duplicate Special(特殊复制)
Duplicate with Transform(变换复制)Group(成组)
Ungroup(解组)
Level of Detail(细节级别)
Parent(父子)
Unparent(断开父子)
Modify (修改)菜单
Transformation Tools(变换工具)
Reset Transformations(重设变换)Freeze Transformations(冻结变换)
Snap Align Objects(吸附排列物体)
Align Tool(排列工具)
Snap Together Tool(吸附工具)
Evaluate Nodes(计算节点)
Make Live(激活吸附)
Center Pivot(中心坐标点)
Prefix Hierarchy Names…(层级名前缀)Search and Replace Names…(查找替换名称)
Add Attribute…(增加属性)
Edit Attribute…(编辑属性)
Delete Attribute…(删除属性)Convert(转换)
Paint Scripts Tool(绘制代码工具)Paint Attributes Tool(绘制属性工具)
Display(显示)菜单
Grid(网格)
Heads Up Display(顶部显示)
UI Elements(用户界面元素)
Hide(隐藏)
Show(显示)
Wireframe Color…(网格颜色)Object Display(物体显示)Transform Display(变换显示)Polygons(多边形)
NURBS(NURBS)
Subdiv Surfaces(细分表面)Animation(动画)
Rendering(渲染)
Windows (窗口)菜单
General Editors(主编辑器)
Rendering Editors(渲染编辑器)Animation Editors(动画编辑器)Relationship Editors(关系编辑器)Settings/Preferences(设置/参数编辑器)Attribute Editor(属性编辑器)
Outliner(大纲窗口)
Hypergraph: Hierarchy(超级图表:层级)Hypergraph: Connections(超级图表:连接)Paint Effects(笔刷特效)
UV Texture Editor(UV编辑器)
Playblast(动画预览)
View Arrangement(视窗排列)
Saved Layouts(保存Layout)
Save Current Layout…(保存当前的Layout)Frame All in All Views(在所有窗口最大化显示所有物体)
Frame Selection in All Views(在所有窗口最大化显示选择的物体)
Minimize Application(最小化应用窗口)Raise Main Window(提升主窗口)
Raise Application Windows(提升应用窗口)Help(帮助)菜单
Maya Help(Maya帮助)
Learning Movies(学习视频)
Tutorials(教程)
What’s New(最近更新)
Support Center(支援中心)
Data Exchange Solutions(数据交换方案)Online Release Note Updates(在线节点更新)
The Area(区域)
Download Setup Assistant(下载设置助手)Browser Setup Assistant(浏览设置助手)Report a Problem…(上报问题)
Suggest a Feature…(建议)
Autodesk DirectConnect Help(Autodesk直连帮助)
Autodesk Online Store(Autodesk网上商城)MEL Command Reference(MEL命令参考)Python Command Reference(Python命令参考)
Node and Attribute Reference(节点和属性参考)
Find Menu…(查找按钮)
About Maya(关于Maya)
Animation (动画)模块
Animate(动画)菜单
Set Key(设置关键帧)
Set Breakdown(设置受控制值)
Hold Current Keys(保持当前帧)
Set Driven Key(设置驱动关键帧)
Set Transform Keys(设置变形帧)
IK/FK Keys(IK/FK关键帧)
Set Full Body IK Keys(设置全身IK关键帧)Set Blend Shape Target Weight Keys(设置混合变形目标权重帧)
Create Clip(创建片段)
Create Pose(创建姿势)
Ghost Selected(影像代理)
Unghost Selected(移除所选择的影像代理)Unghost All(移除全部影像代理)
Create Motion Trail(创建运动轨迹)Create Animation Snapshot(创建动画快照)Update Motion Trail/Snapshot(更新运动轨迹/快照)
Create Animated Sweep(由动画曲线创建几何体曲面)
Motion Paths(运动路径)
Turntable(转盘)Geometry Cache(物体缓存)菜单
Create New Cache(创建新的缓存)Import Cache…(导入缓存)
Disable All Cache On Selected(使所有选中的缓存无效)
Enable All Caches On Selected(使所有选中的缓存有效)
Replace Cache(重置缓存)
Merge Caches(合并缓存)
Delete Cache(删除缓存)
Append to Cache(附加缓存)
Replace Cache Frame(重置缓存帧)Delete Cache Frame(删除缓存帧)
Delete History/Ahead of Cache(删除历史/以前的缓存)
Paint Cache Weights Tool(绘制缓存权重工具)
Create Deformers (创建变形器)菜单
Blend Shape(混合变形)
Lattice(旋转)
Wrap(蒙皮)
Cluster(簇)
Soft Modification(软化修正)
Nonlinear(非线性式)
Sculpt Deformer(造型变形)
Jiggle Deformer(抖动变形)
Jiggle Disk Cache(抖动磁盘缓存)
Jiggle Disk Cache Attributes(抖动磁盘缓存属性)
Wire Tool(网格化工具)
Wire Dropoff Locator(网线定位器)Wrinkle Tool(褶绉变形工具)
Point On Curve(线点造型)Edit Deformers(编辑变形器)菜单
Edit Membership Tool(编辑成员工具)Prune Membership(变形成员)
Blend Shape(混合变形)
Lattice(旋转)
Wrap(蒙皮)
Wire(网格化)
Display Intermediate Objects(显示中间物体)Hide Intermediate Objects(隐藏中间物体)Paint Blend Shape Weights Tool(绘制混合变形权重工具)
Paint Cluster Weights Tool(绘制簇权重工具)Paint Jiggle Weights Tool(绘制轻微变形权重工具)
Paint Wire Weights Tool(绘制网格权重工具)
Paint Membership Tool(绘制设置成员工具)
Skeleton(骨骼)菜单
Joint Tool(关节工具)
IK Handle Tool(反向动力学句柄工具)
IK Spline Handle Tool(反向动力学样条曲线句柄工具)
Insert Joint Tool(添加关节工具)
Reroot Skeleton(重新设定根关节)Remove Joint(去除关节)
Disconnect Joint(解除连接关节)Connect Joint(连接关节)
Mirror Joint(镜向关节)
Orient Joint(确定关节)
Retargeting(重置目标)
Joint Labelling(接合标注)
Full Body IK(全身反向动力学)
Set Preferred Angle(设置参考角)Assume Preferred Angle(采取参考角)Enable IK Handle Snap(反向动力学句柄捕捉有效)
Enable IK/FK Control(反向/正向动力学控制有效)
Enable Selected IK Handles(反向动力学句柄有效)
Disable Selected IK Handles(反向动力学句柄无效)Skin(蒙皮)菜单
Bind Skin(绑定蒙皮)
Detach Skin(断开皮肤)
Go to Bind Pose(恢复骨头绑定)
Edit Smooth Skin(柔体皮肤编辑)
Edit Rigid Skin(刚体皮肤编辑)Constrain(约束)菜单
Point(关节)
Aim(目标)
Orient(方向)
Scale(缩放)
Parent(父子)
Geometry(几何体)
Normal(法向)
Tangent(切线)
Pole Vector(矢量坐标)
Remove Target(移除目标)
Set Rest Position(设置静止位置)
Modify Constrained Axis…(修改约束坐标轴)
Character(角色)菜单
Create Character Set(创建角色属性)Create Subcharacter Set(创建子角色属性)Character Mapper(角色贴图)
Attribute Editor(属性编辑器)
Add to Character Set(添加角色属性)Remove from Character Set(从角色属性中移除)
Merge Character Sets(合并角色属性)Select Character Set Node(选择角色属性节点)
Select Character Set Members(选择角色属性成员)
Set Current Character Set(设置当前角色属性)
Redirect(改变方向)Polygons(多边形)模块
Select(选择)菜单
最常用的是上面五项:
Object/Component(物体层级)
Vertex(点层级)
Edge(边层级)
Face(面层级)
UV(UV点层级)
每一个后面都有对应的快捷键(后同)。

也可以在多边形模型上按住鼠标右键,选择对应的层级,如下图:
Mesh (面片)菜单
常用的如下:
Combine(合并)
Separate(分离)
Extract(排除)
Booleans(布尔运算)子菜单如下:
Union(合并)
Difference(相减)
Intersection(相交)
Smooth(光滑)
Fill Hole(补洞)
Make Hole Tool(挖洞工具)
Create Polygon Tool(创建多边形工具)Sculpt Geometry Tool(雕刻工具)Mirror Cut(镜像剪切)
Mirror Geometry(镜像)Edit Mesh(编辑面片)菜单
Keep Faces Together(保持面合并)Extrude(挤出)
Bridge(桥接)
Append to Polygon Tool(附加到多边形)Cut Faces Tool(剪切面)
Split Polygon Tool(分割面工具)
Insert Edge Loop Tool(插入循环边)Offset Edge Loop Tool(偏移循环边)Add Divisions(增加细分)
Transform Component(子对象变形)Flip Triangle Edge(转移三角边)
Poke Face(对分面)
Wedge Face(转轴命令)
Duplicate Face(复制面)
Detach Component(分离子物体)Merge(合并)
Merge To Center(中心合并)
Merge Edge Tool(合并边工具)
Delete Edge/Vertex(删除边/点)Chamfer Vertex(斜切点)
Bevel(斜切运算)
Proxy(代理)菜单
Subdiv Proxy(细分代理)
Remove Subdiv Proxy Mirror(移除细分代理并镜像)
Crease Proxy Edge Tool(代理边曲折设置)Toggle Proxy Display(细分显示)
Both Proxy and Subdiv Display(细分和代理同时显示)
Normals(法线)菜单
Vertex Normal Edit Tool(点法线编辑工具)Set Vertex Normal(设置点法线)
Lock Normals(锁定法线)
Unlock Normals(解锁法线)
Average Normals(平均化法线)
Set to Face(设置法线与面法线相同)Reverse(反转法线)
Conform(确定法线)
Soften Edge(软化边界)
Harden Edge(硬化边界)
Set Normal Angle…(设置软硬化角度)Color(颜色)菜单
极不常用Create UVs(创建UV)菜单
常用命令如下:
Planar Mapping(平面投射)
Cylindrical Mapping(柱形投射)Spherical Mapping(球形投射)
Automatic Mapping(自动投射)
Create UVs Based On Camera(摄像机投射)Best Plane Texturing Tool(最优平面投射)Assign Shader to Each Projection(为每个投射赋予材质)
Edit UVs(编辑UV)菜单
UV Texture Editor(UV材质编辑器)
Polygons(多边形)菜单
以上的其他命令都可以在UV Texture Editor
(UV材质编辑器)里找到如下图:
Copy UVs(复制UV)
Paste UVs(粘贴UV)
Normalize(最大化)
Unitize(每面最大化)
Flip(翻转)
Rotate(旋转)
Cycle UVs(循环UV)
Best Plane Texturing Tool(最佳平面工具)
Grid(网格)
Align(直线排列)
Warp Image.. (包裹图片)
Map UV Border(展开UV边界)
Straighten UV Border(直线化UV边界)
Relax(松驰)
Unfold(展开)
Layout(输出)
Cut UV Edges(剪切UV边)
Split UVs(分割UV)
Sew UV Edges(缝合UV边)
Move and Sew UV Edges(移动并缝合UV 边)
Merge UVs(合并UV)
Delete UVs(删除UV)
UV Snapshot(UV快照)
Surfaces (曲面)模块
Edit Curves(编辑曲线)菜单
Duplicate Surface Curves(复制曲面曲线)Attach Curves(曲线结合)
Detach Curves(曲线分离)
Align Curves(曲线对齐)
Open/Close Curves(打开/关闭曲线)Move Seam(移动接缝)Cut Curve(裁剪曲线)
Intersect Curve(曲线交叉)
Curve Fillet(带状曲线)
Insert Knot(插入节点)
Extend(扩展)
Offset(移动)
Reverse Curve Direction(翻转曲线方向)Rebuild Curve(重建曲线)
Fit B-spline(适配贝塔曲线)
Smooth Curve(光滑曲线)
CV Hardness(硬化曲线)
Add Points Tool(加点工具)
Curve Editing Tool(曲线编辑工具)Project Tangent(曲线切线调整)
Modify Curves(修改曲线)
Selection(选择)
Surfaces(曲面)菜单
Revolve(旋转)
Loft(放样)
Planar(曲面)
Extrude(凸出)
Birail(多轨成形)
Boundary(边界)
Square(四边成面)
Bevel(斜角)
Bevel Plus(正斜角)
Edit NURBS (编辑NURBS)菜单
Duplicate NURBS Patches(复制曲面碎片)Project Curve on Surface(在曲面上复制曲线)
Intersect Surfaces(曲面交叉)
Trim Tool(修整曲线工具)
Untrim Surfaces(撤消修整)
Booleans(布尔)
Attach Surfaces(曲面结合)
Attach Without Moving(原地结合)Detach Surfaces(曲面分离)
Align Surfaces(曲面对齐)
Open/Close Surfaces(打开/关闭曲面)Move Seam(移动折縫)
Insert Isoparms(增加等位结构线)Extend Surfaces(扩展曲面)
Offset Surfaces(曲面移动)
Reverse Surface Direction(翻转曲面方向)Rebuild Surfaces(重建曲面)Round Tool(倒圆角工具)
Surface Fillet(带状曲面)
Stitch(缝合)
Sculpt Geometry Tool(雕刻几何体工具)Surface Editing(曲面编辑)
Selection(选择)
Subdiv Surfaces(细分曲面)菜单
Texture(纹理)
Full Crease Edge/V ertex(创建完全褶皱边/点)
Partial Crease Edge/Vertex(创建局部褶皱边/点)
Uncrease Edge/Vertex(去除褶皱边/点)Mirror(镜像)
Attach(结合)
Match Topology(匹配拓扑)
Clean Topology(清除拓扑)
Collapse Hierarchy(塌陷层级)
Standard Mode(标准模式)
Polygon Proxy Mode(多边形代理模式)Sculpt Geometry Tool(雕刻几何体工具)Convert Selection to Faces(将选择转化为面)Convert Selection to Edges(将选择转化为边)
Convert Selection to Vertices(将选择转化为点)
Convert Selection to UVs(将选择转化为UVs)
Refine Selected Components(细分所选元素)Select Coarser Components(选择更简元素)Expand Selected Components(扩展所选元素)
Component Display level(元素显示层级)Component Display Filter(元素显示过滤)
Dynamics (动力学)模块
Particles(粒子)菜单
Particle Tool(粒子工具)
Create Emitter(创建发射器)
Emit from Object(从物体中发射)
Use Selected Emitter(使用选择的发射器)Per-Point Emission Rates(没点发射率)Make Collide(制作碰撞)
Particle Collision Event Editor(粒子爆炸编辑器)
Goal(目标)
Instancer(Replacement) (粒子替换)Sprite Wizard…()
Connect to Time(连接到时间)Fluid Effects(流体特效)菜单
Create 3D Container(创建三维容器)Create 2D Container(创建二维容器)
Add/Edit Contents(添加/编辑容量)Create 3D Container with Emitter(创建带有发射器的三维容器)
Create 2D Container with Emitter(创建带有发射器的二维容器)
Get Fluid Example…(获取流体实例)
Get Ocean/Pond Example…(获取海洋/池塘实例)
Ocean(海洋)
Pond(池塘)
Extend Fluid(延伸流体)
Edit Fluid Resolution(编辑流体分辨率)Make Collide(制作碰撞)
Make Motion Field(制作运动流体)
Set Initial State(设置初始状态)
Clear Initial State(清除初始状态)
Save State As…(保存状态到…)
Create Cache(创建缓存)
Append to Cache(附加缓存)
Replace Cache Frame(重置缓存帧)
Truncate Cache(截去缓存)
Delete Cache(删除缓存)
Fields(场)菜单
Air(空气动力场)
Drag(拖动场)
Gravity(动力场)
Newton(牛顿场)
Radial(辐射动力场)
Turbulence(震荡场)
Uniform(统一场)
Vortex(涡流场)
V olume Axis(体积坐标轴)
Use Selected as Source of Field(使用当前选择作为场资源)
Affect Selected Object(s) (影响选择的物体)Soft/Rigid Bodies(柔体/刚体)菜单Create Active Rigid Body(创建正刚体)Create Passive Rigid Body(创建负刚体)Create Nail Constraint(创建钉约束)Create Pin Constraint(创建销约束)Create Hinge Constraint(创建铰链约束)Create Spring Constraint(创建弹簧约束)Create Barrier Constraint(创建屏障约束)Set Active Key(设置正向正)
Set Passive Key(设置负向正)
Break Rigid Body Connections(破坏刚体连接)
Create Soft Body(创建柔体)
Create Springs(创建弹簧)
Paint Soft Body Weights Tool(绘制柔体权重工具)
Effects(特效)菜单
Create Fire(创建火)
Create Smoke(创建烟)
Create Fireworks(创建烟火)
Create Lightning(创建闪电)
Create Shatter(创建碎片)
Create Curve Flow(创建曲线流)
Create Surface Flow(创建曲面流)Delete Surface Flow(删除曲面流)
Solvers (结算器)菜单
Initial State(初始状态)
Rigid Body Solver Attributes(刚体结算器属性)
Current Rigid Solver(当前刚体结算器)Create Rigid Body Solver(创建刚体结算器)Set Rigid Body Interpenetration(设置刚体渗透)
Set Rigid Body Collision(设置刚体碰撞)Memory Caching(内存缓存)
Create Particle Disk Cache(创建粒子磁盘缓存)
Edit Oversampling or Cache Settings…(编辑超出采样的缓存设置)
Interactive Playback(交互式的重放)Hair(毛发)菜单
Create Hair(创建毛发)
Scale Hair Tool(放缩毛发工具)
Paint Hair Follicles(绘制毛发小囊)
Paint Hair Texture(绘制毛发纹理)
Get Hair Example…(获取毛发实例)Display(显示)
Set Start Position(设置开始位置)
Set Rest Position(设置静止位置)
Modify Curves(修改曲线)
Create Constraint(创建约束物体)Convert Selection(转变选择)
Assign Hair System(分配毛发系统)Make Selected Curves Dynamic(生成所选曲线的动力学)
Make Collide(生成碰撞)
Assign Hair Constraint(分配毛发约束)Assign Paint Effects Brush to Hair(给毛发分配画笔特效)
Transplant Hair(移植毛发)
Create Cache(创建缓存)
Append to Cache(附加缓存)
Truncate Cache(截去缓存)
Delete Cache(删除缓存)
Delete Entire Hair System(删除整个毛发系统)
Rendering (渲染)模块
Lighting/Shading(灯光/阴影)菜单
Material Attributes(材质属性)
Assign New Material(分配新的材质)Assign Existing Material(分配存在的材质)Assign New Bake Set(分配新的烘培设置)Assign Existing Bake Set(分配存在的烘培设置)
Batch Bake(mental ray) (批烘培)Transfer Maps…(翻转贴图)
Make Light Links(生成灯光链接)
Break Light Links(破裂灯光链接)Texturing(材质)菜单
3D Paint Tool(三维绘制工具)
Create PSD Network…(创建PSD网络)Edit PSD Network…(编辑PSD网络)Update PSD Networks(更新PSD网络)Create Texture Reference Object(创建纹理参考物体)
Delete Texture Reference Object(删除纹理参考物体)
Select Texture Reference Object(选择纹理参考物体)
NURBS Texture Placement Tool(曲面纹理位移工具)
Render(渲染)菜单
Render Current Frame(渲染当前帧)Redo Previous Render(重复上次渲染)IPR Render Current Frame(IPR(交互式真彩
渲染技术)渲染当前帧)
Redo Previous IPR Render(重复上次IPR渲染)
Test Resolution(测试分辨率)
Run Render Diagnostics(运行渲染诊断)Set NURBS Tessellation(设置曲面镶嵌)Batch Render(批渲染)
Cancel Batch Render(取消批渲染)
Show Batch Render(显示批渲染)Render Using(渲染使用……)
Export All Layers to Toxik(把所有层输出到Toxik)
Export Selected Layers to Toxik(把所选层输出到Toxik)
Toon(卡通)菜单
Assign Fill Shader(分配填充材质)Assign Outline(分配边线)
Create Modifier(创建修改器)
Set Camera Back Ground Color(设置摄像机背景颜色)
Get Toon Example…(获取卡通实例)Reverse Surfaces(翻转表面)
Assign Paint Effects Brush to Toon Lines(为卡通边线分配笔刷特效)
Convert Toon To Polygons(将卡通转化到多边形)
Paint Line Attributes(画线属性)Paint Effects(笔触特效)菜单
Paint Effects Tool(笔触特效工具)
Make Paintable(使物体可以被绘制)
Get Brush…(获取画笔)
Template Brush Settings…(模板画笔的设置)
Reset Template Brush(重设画笔模板)Flip Tube Direction(翻转管的方向)
Paint on Paintable Objects(在可画的物体上绘画)
Paint on View Plane(在视图平面上绘画)Apply Settings to Last Stroke(将设定应用到上一笔划)
Get Settings from Selected Stroke(从所选笔划上获取设定)
Apply Settings to Selected Strokes(将设定应用到所选笔划)
Share One Brush(画笔共享)
Remove Brush Sharing(移除画笔共享)Select Brush/Stroke Names Containing…(选择含有某名称的画笔/笔划)
Create Modifier(创建修改器)
Brush Animation(画笔动画)
Curve Utilities(曲线特效)
Auto Paint(自动绘画)
Paint Effects Globals(画笔特效全局设定)Mesh Quality Attributes(画笔特效网格质量)Preset Blending(预设混合)
Save Brush Preset…(保存画笔预设)
Fur (毛皮)菜单
Attack Fur Description(处理毛皮描述)Edit Fur Description(编辑毛皮描述)
Paint Fur Attributes Tool(绘制毛皮属性工具)
Update Fur Maps(更新毛皮贴图)
Fur Description(more) (毛皮描述(更多))Reverse Fur Normals(翻转短发法线)Offset Fur Direction by(移动短发方向)Fur Shadowing Attributes(短发阴影属性)Fur Render Settings(短发渲染设置)Attach Hair System to Fur(将毛发系统合并到短发上)
Detach Hair System from Fur(从短发上删除毛发系统)
Edit Curve Attractor Set(编辑曲线吸引器组)Set Start Position To(设置起始位置)Delete Curve Attractor Set(删除曲线吸引器组)nCloth(n布料)模块
nCloth(n布料)菜单
Create nCloth(创建n布料)
Create Passive(创建被动体)
Assign Solver(分配结算器)
Get nCloth Example…(获取n布料实例)Remove nCloth(移除n布料)
Delete History(删除历史)
Display Input Mesh(显示输入的面)Display Current Mesh(显示当前的面)
AE Display(AE显示)
Interactive Playback(交互式的重放)
Edit nCloth(编辑n布料)菜单
Paint Vertex Properties(绘制顶点特性)Paint Texture Properties(绘制纹理特性)Convert Texture to Vertex Map(将纹理转化到顶点贴图)
Convert Vertex to Texture Map(将顶点转化到纹理贴图)
Initial State(初始状态)
Rest Shape(静止形状)
nConstraint (n约束)菜单
Transform(转换)
Component to Component(组件到组件)Point to Surface(指向表面)
Slide on Surface(在表面上滑动)
Weld Adjacent Borders(焊接邻近的边)Force Field(推力场)
Attract to Matching Mesh(吸附到匹配的面上)
Tearable Surface(撕裂表面)
Disable Collision(使碰撞无效)
Exclude Collide Pairs(排除碰撞对儿)Remove Dynamic Constraint(移除动力约束)Select Members(选择成员)
Replace Members(重置成员)
Add Members(增加成员)
Remove Members(移除成员)
Paint Properties by Vertex Map(对顶点贴图绘制特性)
Paint Properties by Texture Map(对纹理贴图绘制特性)
Convert Texture to Vertex Map(将纹理转化到顶点贴图)
Convert Vertex to Texture Map(将顶点转化到纹理贴图)nCache(n缓存)菜单
Create New Cache(创建新的缓存)Delete Cache(删除缓存)
Attach Existing Cache File…(合并存在的缓存文件)
Disable All Caches On Selected(使所有选中的缓存无效)
Enable All Caches On Selected(使所有选中的缓存有效)
Replace Cache(重置缓存)
Merge Cache(合并缓存)
Append to Cache(附加缓存)
Replace Cache Frame(重置缓存帧)Delete Cache Frame(删除缓存帧)Transfer Cache To Input Mesh(移动缓存到输入的面)
Paint Cache Weights Tool(绘制缓存权重工具)
Fields(场)菜单
Air(空气动力场)
Drag(拖动场)
Gravity(动力场)
Newton(牛顿场)
Radial(辐射场)
Turbulence(震荡场)
Uniform(统一场)
V ortex(涡流场)
V olume Axis(体积轴)
Use Selected as Source of Field(使用当前选择作为场资源)
Affect Selected Object(s) (影响选择的物体)。

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