<?xml version='1.0' encoding='UTF-8' ?>
<!DOCTYPE html
  SYSTEM "about:legacy-compat">
<html xmlns:mml = "http://www.w3.org/1998/Math/MathML" lang = "zh"><head><meta charset = "UTF-8"/><meta name = "copyright" content = "(C) 版权 2020"/><meta name = "DC.rights.owner" content = "(C) 版权 2020"/><meta name = "DC.type" content = "reference"/><meta name = "abstract" content = "动画库工作间允许您使用一个包含预定义常规动画的库，以快速创建简单动画。"/><meta name = "description" content = "动画库工作间允许您使用一个包含预定义常规动画的库，以快速创建简单动画。"/><meta name = "DC.relation" scheme = "URI" content = "cps-c-Animations.htm#cps-c-Animations"/><meta name = "DC.relation" scheme = "URI" content = "cps-t-Animations.htm#cps-t-Animations"/><meta name = "DC.format" content = "HTML5"/><meta name = "DC.identifier" content = "cps-r-Workshops-AnimationLibrary"/><meta name = "DC.language" content = "zh"/><link rel = "stylesheet" type = "text/css" href = "../DSDocUI_XML34.css"/><title>动画库工作间</title>
<script type = "text/javascript" src = "../DSDocUI_Highlight34.js">
  	/* */
  	</script></head><body onLoad = "highlightSearchTerms();" id = "cps-r-Workshops-AnimationLibrary">
<a name = "hj-top"> </a><table class = "table1" id = "table11"><tr><td><table class = "DocHeader"><tr><td class = "DocHeader1" colspan = "2"><h1>动画库工作间</h1></td></tr><tr><td class = "DocHeader4" colspan = "2"/></tr><tr><td class = "DocHeader3"><table class = "DocHeaderIntro" id = "table12"><tr><td class = "Intro1Only"><p class = "header"><p class = "abstract">
    <span class = "shortdesc">动画库工作间允许您使用一个包含预定义常规动画的库，以快速创建简单动画。</span>

    <p>您在动画库中创建的动画将在时间轴上捕获。</p>
    <p>要显示此工作间，请单击<span class = "ph menucascade"><span class = "ph uicontrol">工作间</span><abbr> &gt; </abbr><span class = "ph uicontrol">发布</span><abbr> &gt; </abbr><span class = "ph uicontrol">动画库</span><abbr> &gt; </abbr><span class = "ph uicontrol"><img class = "image" src = "../Icons3DVIA/I_CPSWorkshopsRibbon-AnimationLibrary.png"/></span></span>。</p>
    <p>选择一个角色以及要为其应用的动画，然后单击<span class = "ph uicontrol">创建</span>。</p>
  </p>
<p>此页面讨论： </p><ul><li><a href = "#r-Templates" id = "toc_rg" title = "此区域允许您指定要用于选定角色的动画模板。">模板</a></li><li><a href = "#r-Properties" id = "toc_rg" title = "对于动画中的每个运动，您可以定义照相机属性并自定义运动属性。">属性</a></li><li><a href = "#r-Overview" id = "toc_rg" title = "提供了动画中运动次序的图形概述，以及动画的全局持续时间。">概述</a></li></ul>
</p></td></tr></table></td><td class = "DocHeader2"><table class = "DocTopicsSeeAlso" id = "table13"><tr><td class = "TopicsTitle">另请参阅</td></tr><tr><td><a title = "Composer 使用基于关键帧的动画，这使您能够通过安排角色和不断拍摄快照（称为关键帧）来构建动画。Composer 提供了一组预定义的常规动画，允许您通过动画库工作间快速创建简单动画。精通 XML 的用户可以创建自己的定制动画。" href = "cps-c-Animations.htm#cps-c-Animations">关于动画库</a></td></tr><tr><td><a title = "您可以使用包含预定义动画的库来快速创建简单动画。在时间轴中添加几个动画之后，可以轻松管理动画块。" href = "cps-t-Animations.htm#cps-t-Animations">创建预定义动画</a></td></tr></table></td></tr></table>
  

  
  <div class = "related-links"/>
  <article class = "topic reference nested1" aria-labelledby = "ariaid-title2" id = "r-Templates">
    <h2 class = "title topictitle2">模板</h2>

    
    <div class = "body refbody"><p class = "abstract">
      <span class = "shortdesc">此区域允许您指定要用于选定角色的动画模板。</span>

    </p>

      <table class = "table frame-none"><caption/><colgroup><col style = "width:50%"/><col style = "width:50%"/></colgroup><thead class = "thead">
            <tr class = "row">
              <th class = "entry" id = "r-Templates__entry__1">命令名称</th>
              <th class = "entry" id = "r-Templates__entry__2">描述</th>
            </tr>
          </thead><tbody class = "tbody">
            <tr class = "row">
              <td class = "entry" headers = "r-Templates__entry__1">
                <span class = "ph uicontrol">组</span>
              </td>
              <td class = "entry" headers = "r-Templates__entry__2">指定在哪个动画模板组中选择动画。预定义的组包括<span class = "ph uicontrol">高光</span>和<span class = "ph uicontrol">运动</span>。如果您的动画库中提供了一些自定义动画模板组（在您的 Composer 用户配置文件上），则会在此处列出。请参见 <a class = "xref" href = "cps-c-Animations.htm#c-CustomAnimations" title = "只要您精通 XML，就可以考虑创建自己的定制动画组和动画。">定制动画</a>。</td>
            </tr>
            <tr class = "row">
              <td class = "entry" headers = "r-Templates__entry__1">
                <span class = "ph uicontrol">动画</span>
              </td>
              <td class = "entry" headers = "r-Templates__entry__2">指定要使用的动画（从选定的动画模板组中）。对于预定义的组，可用动画包括：<ul class = "ul"><li class = "li">在<span class = "ph uicontrol">高光</span>组中：<span class = "ph uicontrol">增强</span>、<span class = "ph uicontrol">焦点</span>、<span class = "ph uicontrol">已验证</span>、<span class = "ph uicontrol">警告</span>。</li><li class = "li">在<span class = "ph uicontrol">运动</span>组中：<span class = "ph uicontrol">安装</span>、<span class = "ph uicontrol">移除</span>、<span class = "ph uicontrol">滚动</span>, <span class = "ph uicontrol">螺钉</span>、<span class = "ph uicontrol">拧下</span>、<span class = "ph uicontrol">拧松</span>。</li></ul></td>
            </tr>
            <tr class = "row">
              <td class = "entry" headers = "r-Templates__entry__1">
                <span class = "ph uicontrol">创建</span>
              </td>
              <td class = "entry" headers = "r-Templates__entry__2">为选定角色创建动画。单击此按钮之前，请确保已对动画属性进行了必要的编辑。</td>
            </tr>
            <tr class = "row">
              <td class = "entry" headers = "r-Templates__entry__1">
                <span class = "ph uicontrol">更新运动</span>
              </td>
              <td class = "entry" headers = "r-Templates__entry__2">更新时间轴中当前选定的单个动画块的属性。</td>
            </tr>
            <tr class = "row">
              <td class = "entry" headers = "r-Templates__entry__1">
                <span class = "ph uicontrol">更新选择</span>
              </td>
              <td class = "entry" headers = "r-Templates__entry__2">更新时间轴中当前选定的单个动画块的属性。使用此命令在步长/预定义运动中添加角色、删除角色或更换角色。</td>
            </tr>
          </tbody></table>
    </div>

  </article>
  <article class = "topic reference nested1" aria-labelledby = "ariaid-title3" id = "r-Properties">
    <p><map name = "FPMap1"><area href = "#hj-top" title = "返回页面顶部" shape = "rect" coords = "416, 0, 435, 10"/></map><span class = "itemsprite"/></p><h2 class = "title topictitle2">属性</h2>

    
    <div class = "body refbody"><p class = "abstract">
      <span class = "shortdesc">对于动画中的每个运动，您可以定义照相机属性并自定义运动属性。</span>

    </p>

      <div class = "section" id = "r-Properties__rs-CameraProperties"><h3 class = "title sectiontitle">照相机属性</h3>
        
        <p>您可以在动画块中的步长开始和结束处创建相机关键帧。这有助于定义照相机在整个步长中的行为。<div class = "notes collapse"><span class = "run-in.notes">注:
    		</span><span class = "notecontent"><ul class = "ul"><li class = "li">在时间轴上选择相应步长之后，您可以更新没有照相机关键帧的现有动画块的照相机属性。</li><li class = "li">照相机属性一次只能应用于一个动画块。如果在时间轴中选定了多个步长，则会禁用这些选项。</li></ul></span></div>
</p>
        <table class = "table"><caption/><colgroup><col style = "width:50%"/><col style = "width:50%"/></colgroup><thead class = "thead">
              <tr class = "row">
                <th class = "entry" id = "r-Properties__rs-CameraProperties__entry__1">照相机居中模式</th>
                <th class = "entry" id = "r-Properties__rs-CameraProperties__entry__2">描述</th>
              </tr>
            </thead><tbody class = "tbody">
              <tr class = "row">
                <td class = "entry" headers = "r-Properties__rs-CameraProperties__entry__1">
                  <span class = "ph uicontrol">自动居中</span>
                </td>
                <td class = "entry" headers = "r-Properties__rs-CameraProperties__entry__2">在步长的开始和结束处插入照相机关键帧。在整个步长中，照相机将根据步长中涉及的角色保持居中，如需考虑整个运动则可以放大或缩小。这样就能确保整个运动在整个步长中保持随时可见。<p>如果您稍后对步长的修改影响到了照相机，则照相机关键帧将会相应地更新。</p><div class = "note"><span class = "run-in.note">注:
			</span><span class = "notecontent">此模式只会影响缩放系数。照相机方向不会改变。</span></div>
</td>
              </tr>
              <tr class = "row">
                <td class = "entry" headers = "r-Properties__rs-CameraProperties__entry__1">
                  <span class = "ph uicontrol">手动居中</span>
                </td>
                <td class = "entry" headers = "r-Properties__rs-CameraProperties__entry__2">根据视口上的照相机方向和缩放系数，在步长的开始和结束处插入照相机关键帧。在整个步长中，您可以随意更改此方向和缩放系数。</td>
              </tr>
              <tr class = "row">
                <td class = "entry" headers = "r-Properties__rs-CameraProperties__entry__1">
                  <span class = "ph uicontrol">无（不居中）</span>
                </td>
                <td class = "entry" headers = "r-Properties__rs-CameraProperties__entry__2">未创建照相机关键帧。 <div class = "note"><span class = "run-in.note">注:
			</span><span class = "notecontent">如果您为某个带有照相机关键帧的步长选择此模式，则会删除这些关键帧。</span></div>
</td>
              </tr>
            </tbody></table>
      </div>

      <div class = "section" id = "r-Properties__rs-MotionProperties"><h3 class = "title sectiontitle">运动属性</h3>
        
        <p>动画由各个运动组成。此区域允许您定制选定动画每个运动的属性。所有运动属性都包括开始时间、结束时间和其他参数。<div class = "note"><span class = "run-in.note">注:
			</span><span class = "notecontent">以下所列包含全部现有的属性。所有运动都具有不同的属性，因此可用属性取决于您所选定的动画。</span></div>
</p>
        <table class = "table frame-none"><caption/><colgroup><col style = "width:50%"/><col style = "width:50%"/></colgroup><thead class = "thead">
              <tr class = "row">
                <th class = "entry" id = "r-Properties__rs-MotionProperties__entry__1">运动属性类别</th>
                <th class = "entry" id = "r-Properties__rs-MotionProperties__entry__2">参数（开始时间和结束时间除外）</th>
              </tr>
            </thead><tbody class = "tbody">
              <tr class = "row">
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__1">
                  <span class = "ph uicontrol">显示图像</span>：在视口中的指定位置显示图像。</td>
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__2">
                  <ul class = "ul">
                    <li class = "li">
                      <span class = "ph uicontrol">顶部</span>：图像与视口顶部的距离</li>
                    <li class = "li">
                      <span class = "ph uicontrol">左侧</span>：图像与视口左侧的距离</li>
                    <li class = "li">
                      <span class = "ph uicontrol">大小</span>：图像大小（宽高比锁定）</li>
                    <li class = "li">
                      <span class = "ph uicontrol">图片</span>：图像路径</li>
                  </ul>
                </td>
              </tr>
              <tr class = "row">
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__1">
                  <span class = "ph uicontrol">显示文本</span>：在视口中的指定位置显示文本面板。</td>
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__2">
                  <ul class = "ul">
                    <li class = "li">
                      <span class = "ph uicontrol">顶部</span>：图像与视口顶部的距离</li>
                    <li class = "li">
                      <span class = "ph uicontrol">左侧</span>：图像与视口左侧的距离</li>
                    <li class = "li">
                      <span class = "ph uicontrol">文本</span>：要显示的文本</li>
                    <li class = "li">
                      <span class = "ph uicontrol">字体大小</span>：用于文本的字体大小</li>
                    <li class = "li">
                      <span class = "ph uicontrol">字体系列</span>：用于文本的字体系列</li>
                    <li class = "li">
                      <span class = "ph uicontrol">字体颜色</span>：用于文本的字体颜色</li>
                    <li class = "li">
                      <span class = "ph uicontrol">背景颜色</span>：文本背景中要使用的颜色</li>
                  </ul>
                </td>
              </tr>
              <tr class = "row">
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__1">
                  <span class = "ph uicontrol">闪光</span>：突出显示选定的角色。</td>
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__2">
                  <ul class = "ul">
                    <li class = "li">
                      <span class = "ph uicontrol">颜色</span>：闪光时要使用的颜色（可设置为“未定义”）</li>
                    <li class = "li">
                      <span class = "ph uicontrol">强度</span>：发射的强度</li>
                    <li class = "li">
                      <span class = "ph uicontrol">重复</span>：闪光的次数</li>
                  </ul>
                </td>
              </tr>
              <tr class = "row">
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__1">
                  <span class = "ph uicontrol">旋转</span>：旋转选定的角色。</td>
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__2">
                  <ul class = "ul">
                    <li class = "li">
                      <span class = "ph uicontrol">轴（X、Y、Z）</span>：旋转轴。<span class = "ph">无需输入值，而是可以单击<span class = "ph uicontrol">选取</span>以在视口中选择位置。您可以使用 Alt 键选取轴的中心，并使用 Shift 键反转已选取的轴。</span></li>
                    <li class = "li">
                      <span class = "ph uicontrol">角度</span>：旋转角度</li>
                  </ul>
                </td>
              </tr>
              <tr class = "row">
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__1">
                  <span class = "ph uicontrol">缩放</span>：重新缩放来自枢轴原点的选定角色。</td>
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__2">
                  <ul class = "ul">
                    <li class = "li">
                      <span class = "ph uicontrol">缩放比例</span>：选定角色的缩放比例</li>
                    <li class = "li">
                      <span class = "ph uicontrol">重复</span>：将缩放比例应用于选定角色的次数</li>
                  </ul>
                  <div class = "notes collapse"><span class = "run-in.notes">注:
    		</span><span class = "notecontent">
                    <p>- 一定不可以在时间轴中为枢轴定义制作动画。在时间 0、步长前定义对象的枢轴。</p>
                    <p>- 步长可应用到精选角色上。精选角色不得拥有任何父级关系（否则，如果子角色及其父角色都由“缩放”和“平移”运动制作动画，子角色将移动两次，一次通过其父级的运动，另一次通过其自身的运动）。</p>
                  </span></div>

                </td>
              </tr>
              <tr class = "row">
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__1">
                  <span class = "ph uicontrol">设置颜色</span>：更改选定角色的颜色。</td>
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__2">
                  <ul class = "ul">
                    <li class = "li">
                      <span class = "ph uicontrol">颜色</span>：动画期间选定角色的颜色（可设置为“未定义”）</li>
                  </ul>
                </td>
              </tr>
              <tr class = "row">
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__1">
                  <span class = "ph uicontrol">设置透明度</span>：更改选定角色的不透明度。</td>
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__2">
                  <ul class = "ul">
                    <li class = "li">
                      <span class = "ph uicontrol">透明度</span>：选定角色在动画播放期间的不透明度</li>
                  </ul>
                </td>
              </tr>
              <tr class = "row">
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__1">
                  <span class = "ph uicontrol">变换</span>：随意移动选定的角色。</td>
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__2">
                  <ul class = "ul">
                    <li class = "li">
                      <span class = "ph uicontrol">位置（X、Y、Z）</span>：选定角色的最终位置。<span class = "ph">无需输入值，而是可以单击<span class = "ph uicontrol">选取</span>以在视口中选择位置。您可以使用 Alt 键选取轴的中心，并使用 Shift 键反转已选取的轴。</span></li>
                  </ul>
                </td>
              </tr>
              <tr class = "row">
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__1">
                  <span class = "ph uicontrol">平移</span>：平移选定的角色。</td>
                <td class = "entry" headers = "r-Properties__rs-MotionProperties__entry__2">
                  <ul class = "ul">
                    <li class = "li">
                      <span class = "ph uicontrol">轴（X、Y、Z）</span>：平移轴，即沿其应用平移的标准化向量。 <p>单击<span class = "ph uicontrol">拾取轴</span>在 3D 中选择轴。</p><p>单击<span class = "ph uicontrol">拾取点</span>在 3D 中选择点。这样将在此点和选定角色的枢轴原点之间，在世界坐标系中计算向量。<div class = "notes collapse"><span class = "run-in.notes">注:
    		</span><span class = "notecontent"><p>- 如果选定多个角色，并且所有角色的原点相同，将使用共同枢轴原点。否则，将使用边界框的中心。</p><p>- 一定不可以在时间轴中为枢轴定义制作动画。在时间 0、步长前定义对象的枢轴。</p><p>- 步长可应用到精选角色上。精选角色不得拥有任何父级关系（否则，如果子角色及其父角色都由“缩放”和“平移”运动制作动画，子角色将移动两次，一次通过其父级的运动，另一次通过其自身的运动）。</p></span></div>
</p></li>
                    <li class = "li">
                      <span class = "ph uicontrol">距离</span>：平移距离</li>
                  </ul>
                </td>
              </tr>
            </tbody></table>
      </div>

    </div>

  </article>
  <article class = "topic reference nested1" aria-labelledby = "ariaid-title4" id = "r-Overview">
    <p><map name = "FPMap1"><area href = "#hj-top" title = "返回页面顶部" shape = "rect" coords = "416, 0, 435, 10"/></map><span class = "itemsprite"/></p><h2 class = "title topictitle2">概述</h2>

    
    <div class = "body refbody"><p class = "abstract">
      <span class = "shortdesc">提供了动画中运动次序的图形概述，以及动画的全局持续时间。</span>

      <br/><img class = "image" src = "../CpsUserImages/Animations-Overview.png"/><br/>
    </p>
</div>

  </article>
</td></tr></table><script type = "text/javascript" src = "../DSDocUI_Bottom34.js">/* */</script></body>
</html>
