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Nexus/2023/scripts/animation_tools/mgpicker/MGPicker_Help/SimplifiedChinese/designprinciple.htm
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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">&#9642;</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>
<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>
<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>
<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>
<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>
<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>
<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&quot;CTRL + U&quot;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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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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