78 lines
11 KiB
HTML
78 lines
11 KiB
HTML
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<p class="p_Normal" style="text-indent: 0; line-height: 1.80; padding-left: 13px; margin-left: 0;"><span class="f_Heading1" style="font-size:10pt; font-family: Arial,'Lucida Sans Unicode','Lucida Grande','Lucida Sans';display:inline-block;width:13px;margin-left:-13px">▪</span><span class="f_Heading1" style="font-size: 10pt;">Picker的设计原则:</span></p><p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 24px;"><span class="f_Heading1" style="font-size: 9pt; font-weight: normal;">事实上没有所谓的picker规则,您可以自由发挥想象力,设计出酷弦又实用的picker。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 24px;"><span class="f_Heading1" style="font-size: 9pt; font-weight: normal;">不过如果您可以在设计时注意下面几点,那么设计出来的picker可能会比较好用并且动画师友好。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 24px;"><span class="f_Heading1" style="font-size: 9pt; font-weight: normal;"> </span><img alt="lightbulb" width="16" height="16" style="margin:0;width:16px;height:16px;border:none" src="lightbulb.png"/><span style="font-size: 9pt;"> </span><span style="font-size: 9pt; font-weight: bold;">一个Picker代表一个资产,</span><span style="font-size: 9pt;">这个资产可能是角色,道具或场景等。然后</span><span style="font-size: 9pt; font-weight: bold;">在该Picker内部用面板来组织不同的类别</span><span style="font-size: 9pt;">,比如一个面板是表情,一个面板是身体,一个是次级变形器等。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 24px;"><span class="f_Heading1" style="font-size: 9pt; font-weight: normal;"> </span><img alt="lightbulb" width="16" height="16" style="margin:0;width:16px;height:16px;border:none" src="lightbulb.png"/><span style="font-size: 9pt; font-weight: bold;"> 保持Picker面板比较小的长宽。</span><span style="font-size: 9pt;">太大的面板会占去动画师太多的屏幕空间。(并不是所有动画师都有双屏哦)</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 48px;"><span style="font-size: 9pt;">动画师当然也可以缩小视图,不过缩小后的视图当然没有正式大小的用起来顺手哦。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 24px;"><span class="f_Heading1" style="font-size: 9pt; font-weight: normal;"> </span><img alt="lightbulb" width="16" height="16" style="margin:0;width:16px;height:16px;border:none" src="lightbulb.png"/><span style="font-size: 9pt;"> </span><span style="font-size: 9pt; font-weight: bold;">仔细调整Picker按钮的颜色。</span><span style="font-size: 9pt;">让所有按钮的颜色不会太跳,视觉上让人感觉不安。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 48px;"><span style="font-size: 9pt;">你可以一个个调整颜色,或者选择所有要调整颜色的按钮, 按快捷键"CTRL + U"来以photoshop方式来调整这些按钮的填充颜色的色相,饱和度,明度。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 24px;"><span class="f_Heading1" style="font-size: 9pt; font-weight: normal;"> </span><img alt="lightbulb" width="16" height="16" style="margin:0;width:16px;height:16px;border:none" src="lightbulb.png"/><span style="font-size: 9pt;"> </span><span style="font-size: 9pt; font-weight: bold;">最好不要用任何非英文的标签,注释等。事实上,在picker最好永远不用这些非英文的字符,比如中文。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 48px;"><span style="font-size: 9pt;">您当然可以使用中文,不过这样做会导致的潜在问题是:这些picker将来有可能会做为节点存储在ma文件内部。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 48px;"><span style="font-size: 9pt;">这样这些ma内部就会有中文的存在。这些ma在您的操作环境下可能没有问题,但一旦这些ma被传输到不支持中文的环境下做处理,比如国外客户,</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 48px;"><span style="font-size: 9pt;">这些ma即使在他们那边也可以正常打开,基本上处理后再回到您的手上,你的ma就无法正常打开了。因为这些ma里的中文变成乱码,可能导致所有动画丢失等。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 48px;"><span style="font-size: 9pt;">请理解这并不是picker特有的限制,你在任何场景内节点的note属性里敲中文然后保存后都会有这种问题。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 24px;"><span class="f_Heading1" style="font-size: 9pt; font-weight: normal;"> </span><img alt="lightbulb" width="16" height="16" style="margin:0;width:16px;height:16px;border:none" src="lightbulb.png"/><span style="font-size: 9pt;"> </span><span style="font-size: 9pt; font-weight: bold;">按钮最好可以尽可能跟原来控制器的形状相似,这样动画师比较好直观发识别不同的按钮代表哪个控制器。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 48px;"><span style="font-size: 9pt;">不过不要过度这样做,因为你仍然要保持按钮形状简单,毕竟太复杂的按钮在框选时不好选。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 24px;"><span class="f_Heading1" style="font-size: 9pt; font-weight: normal;"> </span><img alt="lightbulb" width="16" height="16" style="margin:0;width:16px;height:16px;border:none" src="lightbulb.png"/><span style="font-size: 9pt;"> </span><span style="font-size: 9pt; font-weight: bold;">一个选择按钮只放一个Maya节点作为成员, </span><span style="font-size: 9pt;">然后利用父子连接实在快速多选功能。不过这只是小小的建议。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 24px;"><span class="f_Heading1" style="font-size: 9pt; font-weight: normal;"> </span><img alt="lightbulb" width="16" height="16" style="margin:0;width:16px;height:16px;border:none" src="lightbulb.png"/><span style="font-size: 9pt;"> </span><span style="font-size: 9pt; font-weight: bold;">初始namespace要设置为将来最可能被用到的,</span><span style="font-size: 9pt;">这样将来动画师在使用时可能都不需要设置namespace就直接用。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 48px;"><span style="font-size: 9pt;">不过当这个picker被内置在资产里,这个资产被reference时,在加载时所内置的picker的namespace将自动被设置为资产的reference namespace以便可以即用。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 24px;"><span class="f_Heading1" style="font-size: 9pt; font-weight: normal;"> </span><img alt="lightbulb" width="16" height="16" style="margin:0;width:16px;height:16px;border:none" src="lightbulb.png"/><span style="font-size: 9pt; font-weight: bold;"> 尽情利用镜象关系带来的好处。</span><span style="font-size: 9pt;">不单单在设计阶段带来的便利,在动画师使用时,也可以按 ALT + 鼠标左键来镜象选择,ALT + 鼠标左键来镜象移动对称的滑条,对称地调整表情。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 24px;"><span class="f_Heading1" style="font-size: 9pt; font-weight: normal;"> </span><img alt="lightbulb" width="16" height="16" style="margin:0;width:16px;height:16px;border:none" src="lightbulb.png"/><span style="font-size: 9pt; font-weight: bold;"> 按钮的放置密度不要过高。</span><span style="font-size: 9pt;">放太密,用起来就要比较小心,因为不容易被准确地框选。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 24px;"><span class="f_Heading1" style="font-size: 9pt; font-weight: normal;"> </span><img alt="lightbulb" width="16" height="16" style="margin:0;width:16px;height:16px;border:none" src="lightbulb.png"/><span style="font-size: 9pt; font-weight: bold;"> 对于无法移动的Maya属性使用属性按钮,可以移动并且就是用来移动来起作用的控制器属性,用滑条。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 24px;"><span class="f_Heading1" style="font-size: 9pt; font-weight: normal;"> </span><img alt="lightbulb" width="16" height="16" style="margin:0;width:16px;height:16px;border:none" src="lightbulb.png"/><span class="f_ImageCaption" style="font-size: 9pt;">如果picker有很多的复杂图形,使用一张或一套SVG文件</span><span class="f_ImageCaption" style="font-size: 9pt; font-weight: normal;">来为整个Picker提供图形是一个更好的选择,因为SVG图形比Picker内手绘的贝塞尔曲线及多边形绘制性能要好。</span></p>
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<p class="p_Normal" style="line-height: 1.80; margin: 0 0 0 24px;"> <br />
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