5、Rendering渲染
Lighting/Shading灯光 着色
Material
Attributes材质属性
Assign New
Material指定新材质
Assign
favorite material制定收藏材质
blinn
Lambert朗伯(亮度单位)
Layered
shader分层着色器
Phong
Phong
E
Ramp
shader渐变着色器
Surface
shader表面着色器
Use
background使用背景
Automatic attribute editor自动属性编辑器
Assign Existing
Material指定现有材质
Lambert1
Paticlecloud1
Assign New Bake
Set指定新烘焙组
Texture
bake set纹理烘焙集
Vertex
bake set顶点烘焙集
Assign Bake (mental
ray)批量烘焙
Transfer
Maps转移贴图
Make Light
Links使用灯光链接
Break Light
Links断开灯光链接
Select Objects
Illuminated by Light选择对物体有作用的灯光
Select Lights
Illuminating Object选择对这个物体起作用的灯光
Light Linking
Editor灯光链接编辑器
Light-Centric以灯光为准
Object-Centric以物体为准
Make Shadow
Links建立阴影链接
Break Shadow
Links断开阴影链接
Select Objects Shadowed
by Light选择能被这个灯光映射的物体
Select Lights Shadowing
Object选择使这个物体投影的灯光
Texturing纹理
3D Paint
Tool3D描绘工具
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创建纹理参照物体
Delete Texture
Reference Object删除纹理参照物体
Select Texture
Reference Object选择纹理参照物体
NURBS Texture Placement
ToolNURBS纹理布置工具
Render渲染
Render Current
Frame渲染当前帧
Redo Previous
Render重做上一渲染
IPR Pender Current
FrameIPR渲染当前帧
Redo Previous IPR
Render重做上一交互超写实渲染 (IPR)
Test
Resolution测试分辨率
Run Render
Diagnostics运行渲染诊断
Set NURBS
Tessellation设置NURBS细化
Batch
Render批量渲染
Cancel Batch
Render解除批量渲染
Show Batch
Render显示批量渲染
Export
Pre-Compositing出口预合成
Create
backburner job创建不重要的工作
Render
Using使用渲染器
Maya
software玛雅软件
Maya
hardwareMaya硬件
Maya
hardware2.0玛雅hardware2.0
Mental
ray心理线
Maya
vector玛雅向量
Toon卡通
Assign Fill
Shader指定填充着色器
Solid
Color单一颜色
Light
Angle Two Tone灯光角度双色调
Shaded
Brightness Two Tone着色亮度双色调
Shaded
Brightness Three Tone着色亮度三色调
Dark
Profile黑暗轮廓
Rim
Light边缘光
Circle
Highlight高亮圆形
Assign
Outline指定轮廓
Add new
toon outline添加新的卡通轮廓
Remove
current toon outlines移除当前卡通轮廓
Create
Modifier创建修改器
Set Camera Background
Color设置摄影机背景颜色
Persp透视图
Front钱
Side侧
Top顶部
Get Toon
Example获取卡通范例
Reverse
Surfaces倒转曲面
Assign Paint Effects
Brush to Toon Lines指定画笔特效笔刷到卡通线条
Conver Toon To
Polygons转换卡通为多边形
Paint Line
Attributes描绘线条属性
Line
Width线宽
Line
Offset线条偏移
Line
Opacity线条透明度
Profile
Color轮廓颜色
Crease
Color褶皱颜色
Border
Color边界颜色
Stereo立体
Editor编辑器
Custom
sterom stereo rig自定义立体装
Custom
multi rig自定义多重装配
Creat创建
Stereo
camera立体摄影机
Multi
stereo rig多立体声钻机
Make links创建链接
Break links断开链接
Paint Effects画笔特效
Paint
Effects Tool画笔特效工具
Make
Paintanle使可描绘
Get
Brush获取笔刷
Template
Brush Settings样板笔刷设置
Reset
Template Brush重设样板笔刷
Flip
Tube Direction镜像圆管方向
Paint on
Paintable
Objects描绘在可描绘的物体上
Paint on
View Plane描绘在视图平面上
Apply
Settings to Last Stroke应用设置到最后笔划
Get
Settings from Selected Stroke从选定笔划获取设置
Apply
Settings to Selected Strokes应用设置到选定笔划
Share
One Brush分享一个笔刷
Remove
Brush Sharing移除笔刷共享
Select
Brush/Stroke Names Containing按名称选择笔刷/笔划
Create
Modifier创建修改器
Brush
Animation笔刷动画
Loop
Brush Animation循环笔刷动画
Make
Brush Spring生成笔刷弹簧
Bake
Spring Animation烘焙弹性动画
Curve
Utilities曲线工具
Simplify
Stroke Path Curves简化画笔路径曲线
Set
Stroke Control Curves添加控制曲线
Attach
Brush to Curves使曲线成为笔刷路径
Transfer
all strokes to new object将所有笔划传递给新对象
Make
Pressure Curve添加压力曲线
Auto
Paint自动描绘
Paint
Grid描绘栅格
Paint
Random随机描绘
Paint
Effects Globals全局画笔特效
Mesh
Quality Attributes网格质量属性
Preset
Blending预设混合
Save
Brush Preset保存笔刷设置
Fur毛皮
Attach Fur
Description附加毛皮描述
Edit Fur
Description编辑毛皮描述
Paint Fur
Attributes Tool描绘毛皮属性工具
Update Fur
Maps更新毛皮贴图
Fur
Description (more)毛皮描述(更多)
Create
Unattached创建独立毛发
Detach分离
Duplicate复制
Dellete删除
Select
Surfaces Attached to选择毛发所附着的面
Reverse Fur
Normals翻转毛皮法线
Offset Fur
Direction by偏移毛皮方向
Fur Shadowing
Attributes毛皮阴影属性
Add
to Selected Light添加选定灯光
Remove
from Selected Light从选定灯光移除
Fur Render
Settings毛皮渲染设置
Attach Hair
System to Fur附加头发系统到毛皮
Detach Hair
System from Fur从毛皮分离头发系统
Edit Curve
Attractor
Set编辑曲线吸引器组
Set Start Position To设置开始位置为
Delete Curve
Attractor Set删除曲线吸引器组
6、nDynamics
nParticles粒子
Create
nParticles创建粒子
nParticle
Tool粒子工具
Create
Emitter创建发射器
Emit
from Object从对象发射
Fill
Object填充对象
Points点
Balls球
Cloud云
Thick
Cloud厚云
Water水
Use Selected
Emitter使用选点发射器
Per-Point Emission
Rates逐点发射速率
Get nParticle
Example获取粒子示例
Particle Collision
Event Editor粒子碰撞事件编辑器
Goal目标
Instancer
(Replacement)实例化器(替换)
Sprite
Wizard精灵向导
Create
Springs创建弹簧
nMesh
Create
Passive创建被动碰撞对象
Create
nCloth创建布料
Display Input
Mesh显示输入网格
Display Current
Mesh显示当前网格
Rest
Shape静止形状
Set
Rest to Start Shape将静止形状设置为初始状
Connect
Input Mesh to Rest Shape将输入网格连接到静止形状
Connect
Selected Mesh to Rest Shape将选定网格连接到静止形状
Get nCloth
Example获取布料示例
Remove
nCloth移除布料
Delete
History删除历史记录
Convert nCloth Output
Space转化布料输出空间
From
Local Space to World Space从局部空间到世界空间
From
World Space to Local Space从世界空间到局部空间
Paint Vertex
Properties绘制顶点特性
Collide
strength碰撞厚度
Thickness厚度
Bounce反弹
Friction摩擦力
Stickiness粘滞
Field
Magnitude场幅值
Mass质量
Stretch拉伸
Bend弯曲
Bend
angle dropoff弯曲角度衰减
Restitution angle恢复角度
Damp阻尼
Wrinkle褶皱
Rigidity刚性
Deformability可变形性
Input
Attract输入吸引
Rest
length scale静止长度比例
Lift升力
Drag阻力
Tangential drag切向阻力
Paint Texture
Properties绘制纹理特性
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将纹理转化为顶点贴图
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将顶点贴图转化为纹理贴图
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约束
Transform变换
Component to
Component部件到部件
Point to
Surface点到曲面
Slide on
Surface在曲面上滑动
Weld Adjacent
Borders焊接邻近边界
Force
Field力场
Attract to Matching
Mesh吸引匹配网格
Tearable
Surface可撕破曲面
Disable
Collision禁用碰撞
Exclude Collide
Pairs排除碰撞对
Remove Dynamic
Constraint移除动态约束
nConstraint Membership
Tool核子约束成员工具
Select
Members选择成员
Replace
Members置换成员
Add
Members添加成员
Remove
Members移除成员
Paint
Properties by Vertex Map按顶点贴图描绘特性
Strength 强度
Glue
Strength粘合强度
Weight重量
Paint
Properties by Texture Map按纹理贴图描绘特性
Strength 强度
Glue
Strength粘合强度
Weight重量
Convert
Texture to Vertex Map转换纹理为顶点贴图
Strength 强度
Glue
Strength粘合强度
Weight重量
Convert
Vertex to Texture Map转换顶点为纹理贴图
Strength 强度
Glue
Strength粘合强度
Weight重量
nCache
Create New
Cache创建新缓存
Delete
Cache删除缓存
Attach Existing Cache
File附加现有缓存文件
Disable All Caches On
Selected禁用选定的所有缓存
Enable All Cache On
Selected启用选定的所有缓存
Replace
Cache置换缓存
Merge
Cache合并缓存
Append to
Cache附加到缓存
Replace Cache
Frame置换缓存帧
Deletc Cache
Frame删除缓存帧
Transfer Cache To Input
Mesh转移缓存到输入网格
Paint Cache Weights
Tool描绘缓存权重工具
nSolver
Assign
Solver指定解算器
New
Solver新解算器
Initial
State初始状态
Set
from Current从当前设置
Set
from Mesh从网格设置
Relax
Initial State松弛初始状态
Resolve
Interpenetration解决穿透
Clear
Initial State清除初始状态
AE Display
aE显示
Dynamic
Constraint Nodes动态约束节点
Material
Nodes材料的结
nComponent
Nodes节点
Property
Maps属性映射
Transforms变换
Other
Non-Nucleus Nodes其他 节点
Interactive
Playback交互回放
Fields场
Air空气场
Drag拖动力场
Gravity重力场
Newton牛顿力场
Radial放射场
Turbulence湍流
Uniform统一力场
Vortex旋涡力场
Volume
Axis体积轴
Volume
Curve体积曲线
Use Selected As Source
of Field使用选定对象作为场的来源
Affect Selected
Object(s)影响选定的物体
Muscle肌肉Muscles/Bones肌肉/骨骼
Muscle
Creator肌肉创造器
Convert
Surface to Muscle/Bone将表面肌肉/骨骼
Make
Capsule使胶囊
Make
Capsule with End Locator端定位器使胶囊
Add
End Locator to Capsule添加端定位器胶囊
Generate
Polygon Cylinders from Capsules从胶囊生成多边形柱
Delete
Muscle Jiggle Cache删除肌肉抖动缓存
Fix
Invalid Muscle Control修复无效的肌肉控制
Setup
master muscle control设置主肌肉控制
Simple
Muscles简单的肌肉
Muscle
Builder肌肉建设者
Set
Muscle Parameters肌肉的参数设置
Apply
Muscle Spline Deformer适用肌样条变形
Custom
Muscle Shapes自定义的肌肉的形状
Reset
Base Pose for Muscle Spline Deformer肌样条变形重置基础构成
Apply
Muscle Stretch Deformer适用于肌肉的伸展变形
Skin
Setup皮肤设置
Apply
Muscle System Skin Deformer肌肉的参数设置
Convert
Smooth Skin to Muscle System将光滑的皮肤肌肉系统
Re-Initialize
Setup Data on Muscle System重新初始化肌肉系统的设置数据
Bind
Fat on Muscle System结合脂肪对肌肉系统
Auto-Fix
Invalid Sticky Bind Points自动修正无效的粘性的结合点
Auto-Fix
Deleted/Missing Muscle汽车修理删除/丢失的肌肉
Safe
Delete History安全删除历史
Disconnect
all Muscle Objects断开所有肌肉的对象
Disconnect
all Muscle Directions断开所有肌肉的方向
Disconnect
all Muscle Displaces断开所有肌肉置换
Disconnect
all Muscle Smart Collides断开所有的肌肉智能碰撞
Setup
for Relative Sticky Deformation相对粘性变形装置
Set
Selected Muscles/Bones as Not Relative设置选择肌肉/骨骼不相关
Set
Selected Muscles/Bones as Relative设置选择肌肉/骨骼相对
Muscle
Objects肌肉的对象
Connect
Selected Muscle Objects将选定的肌肉的对象
Disconnect
Selected Muscle Objects断开选定的肌肉的对象
Delete
Selected Muscle Objects删除选定的肌肉的对象
Reset
Base Pose for Selected Muscle Object为选定的肌肉对象重置基础构成
Create
Base for Selected Muscle Objects创建选定的肌肉的对象库
Re-Bind
Sticky for Selected Muscle Objects重新绑定粘选定的肌肉的对象
Visualize
Sticky Bind Distance for Selected Muscle Objects可视化对象选择肌粘结合距离
Paint Muscle
Weights可视化对象选择肌粘结合距离
Weighting加权
Apply
Default Weights默认的权重
Load/Save
Weughts加载/保存weughts
Mirror
Weights镜像权重
Transfer
Weights转让权
Prune
Weights修剪的权重
Direction方向
Make
Muscle Direction使肌肉的方向
Connect
Selected Muscle Directions将选定肌肉的方向
Disconnect
Selected Muscle Directions断开选择的肌肉方向
Displace取代
Create
Muscle Displace创建肌肉置换
Connect
Selected Muscle Displace nodes将选定的肌肉移动节点
Disconnect
Selected Muscle Displace断开选择肌肉置换
Connect
NURBS Curve to Muscle Displace将NURBS曲线的肌肉移位
Disconnect
NURBS Curve from Muscle Displace断开NURBS曲线从肌肉移位
Create
Maya Muscle Shader Network创建肌肉材质网络
Create
Mental Ray mib_cMuscle Shader Network创造精神的光线mib_cmuscle材质网络
Smart
Collision智能碰撞
Create
Muscle Smart Collide创建肌肉智能碰撞
Connect
Selected Muscle Smart Collide nodes智能碰撞节点连接选择的肌肉
Disconnect
Selected Muscle Smart Collide nodes断开所选择的肌肉智能碰撞节点
Self/Multi
Collision自我/多碰撞
Self
Collision Grouping自碰撞分组
Apply
Muscle Multi Collide Deformer适用肌多碰撞变形
Rig
Selected for Keep Out钻机选择保持了
Connect
Muscles to Keep Out连接的肌肉来保持了
Disconnect
Muscles from Keep Out断开的肌肉保持了
Caching缓存
Set
Location of File Cache设置文件缓存位置
Create
Cache创建缓存
Delete
Node Cache删除节点缓存
Delete
Per-Point Skin Jiggle Cache删除每一点皮肤抖动缓存
Selection选择
Select
connected muscle Objects from selected muscle
Systems选择连接肌肉的对象从选定的肌肉系统
Select
connected muscle Directions from selected muscle
Systems连接肌肉方向从选定的肌肉系统的选择
Select
connected muscle Systems from selected muscle
Objects选择连接的肌肉系统,从选定的肌肉的对象
Select
connected muscle Systems from muscle Directons选择连接的肌肉系统,从肌肉方向
Bonus
Rigging奖金索具
Create
Muscle Spline创建肌肉样条
Surface
Attach表面高度
Fix
Surface attach to allow for Poly Smooth固定表面高度允许聚光滑