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网页制作过程外文翻译

Web production process1 IntroductionThe development of network technology for today's global information exchange and sharing funding source in the establishment of contacts and provide more channels and possible. Homes will be known world affairs, according few keyboard or a few mouse clicks can be distant friends thousands of miles away exchanges, and online communications, Internet browsing, on-line interactive, e-commerce has become a modern part of people's lives.Internet era, has created the new people's work and lifestyle, the Internet, openness and sharing of information model, breaking the traditional mode of information dissemination many barriers for people with new opportunities. With computers and the advent of the information age, the pace of the advance of human society in gradually accelerated. In recent years the development of web design, fast people occupied. To design aesthetic and practical web site should be thoroughly master the building techniques. In building site, we analyzed the websites of objectives, contents, functions, structure, the application of more web design technology.2, the definition of websiteHow definition of websites 2.1Web site identified the tasks and objectives, the building site is the most important issue. Why people will come to your website? You have a unique service? They will come back? All these issues must be taken into account when the site definition of the problem. Definition site to, first of all, the entire site must have a clear understanding of what the design should understand in the end, the main purpose of the mission, how to carry out the task of organization and planning. Many websites in the face of strong competition from high-quality product is the greatest long-term competitive advantage. An excellent Web site should have the following:(1) users visit Web site is faster.(2) Attention to the feedback and updates. To update the content of the website and timely feedback(3) Home design to be reasonable. Home to the first impression left by visitors is important, the design must be attractive in order to have a good visual effect.2.2 The contents of the website and functionContent of the web site is to be a new, fast, all three sides. Website content is determined in accordance with the nature of the site, in the design of the site, commercial websites, popular science site, company websites, teaching and exchange websites, the content and style are different. We have established websites with the nature of these types of sites are not the same.2.3 The structure website(1) site structure;(2) definition of navigation;(3) Visual Design;(4) framework and design pages.4. Construction on the site ExperienceAfter conducting systematic analysis End, we should carry out system design. Web page design similar to the development of software design, top-down, bottom-up and continuous updating, and other design methods. The main task is to design the content of the sites, including the website information organization structure, appearance, content block, navigation and links, directory structure design. System design is the site ready before the concrete realization of the website to further the realization of more specific requirements, the overall effect on the website, local details havea clearer idea. This entire process is the key site planning.Next is how to achieve their own Web site design issues. The realization of the site, I think the need to be considered in two parts: the realization website; Web servers can be achieved. In the process of achieving website, technology selection is very important. Former major use HTML language, the stronger the interactive website, the proposed use of ASP, JSP, PHP and other programming to help achieve, the more complex Web site may also have its own database. The latter is based on all kinds of different operating systems used Web server software installation and debugging. This stage is the whole process of the most important and most time-consuming part.When we completed the work, the need for website released. At this stage of the production on the website drawing to a close, the main task is to doa good job in the website release to the network, the web site for finalmodifications, testing, homepage can guarantee normal operation of the network.Published in the website after website to deal with various aspects of the tests, including the possibility of any different web browsers, different visitors have shown normal, ASP, JSP, PHP normal procedure can work, and so on. This stage is the website of trial operation period, the website at this time should be to make up for various shortcomings, the website will be more perfected.After a period of operation, the site entered the normal operation period, the main task is to update outdated information website, the visitor's message timely feedback to further improve the website, the introduction of new technologies constantly update website, visit web pages more quickly, more aesthetic appearance, Information Resources richer.Above is the establishment of the station to roughly follow the seven steps, seven steps are complementary, but can be the basis of ease of website and complexity of a weakening or strengthening appropriate link. In short, building a successful web site is not an easy task, it needs all-round consideration, the Composite various factors.An alternative to using cloth simulators is to actually model the clothes you want your character to have, and create the wrinkles with a Blend Shape deformer. This technique gives you predictable control over your model and works well in most situations. In fact, it was used in the movie "The One"to get a controlled, slow-motion look to the clothing on the CG police officers in the fight scenes with Jet Li's "Yulaw" character. The workflow for this technique goes like this.Convert the geometry to polygons (it is much easier to create irregular wrinkles using polygons).IF you will be using a low-poly base shape connected to a smoothed high-resolution shape for animation purposes you may need to create some extra geometry for wrinkles Smooth-Bind the character and the clothing to your skeleton Paint skin weights to get the clothes and your character to deform correctly at the joints Create a Blend Shape node anda Morph Target for your clothing Pick a joint and create wrinkles in the MorphTarget Drive the Blend Shape slider with the rotation of the joint Repeat6 - 8 for all necessary joints .In this tutorial, we will be starting atstep 5. However, we will not be going in depth on how to accomplish this step, because there is an excellent tutorial on Smooth Binding in the 'Instant Maya: Character Setup' section of the user guide (press 'F1' inside of Maya). Weare only going to discuss the desired results here.Before we start, I must explain the optional Step 3. A common workflow in animation is to have a low-resolution base shape that you use to animate.This drives a hidden high-resolution model that only gets unhidden at render time. This is usually accomplished with a wrap deformer, or with the connect poly shape plugin for Maya 3.x and 4.0, or with the new Smooth Proxy feature in Maya 4.5.If you are using this technique, you may not have enough geometry to create distinct wrinkles in your model. Take a look at the image to the left.You can imagine how hard it would be to create believable wrinkles with sucha small amount of geometry to work with. I used the 'Split Polygon' tool tocreate some extra edges where I thought my fabric would need to wrinkle.Compare the image here with this image. You'll see what I'm talking about.Step 5. Now it is time to bind your character and his or her clothes. Before you do so, create a copy of your clothing and translate it to the side of your model. Place it on its own layer so you can turn the visibility on and off. Creating a copy of your clothing now before you bind it is not necessary, but it will save you from headaches in Step 6.Use the Paint Skin Weights tool to get your bends looking correct, as in the image to the right. Try to imagine what you want your finished product to look like and start to really shape the way the fabric bends from there.Step 6. Now you need to create a Morph Target for the Blend Shape node. When the skeleton deforms your geometry as much as it does here, it is very important that the geometry is in the exact same position it was before you bound it when you go to create your morph targets. However, we got around this by creating a duplicate of our clothes before we bound our skin. The only other way to accomplish this is to return the skeleton to the bind pose by turning off the evaluation of constraints, expressions, IK handles and anything else that controls your skeleton first, then duplicating the clothing, unlocking all the attributes on the duplicated geometry and finally translating it to the side. Now aren't you glad you didn't have to go through all that?Now you need to make a duplicate of your duplicate to edit. The original duplicate (hmm... an oxymoron) will serve as our reference from here on out to create new morph targets, so move it somewhere where you won't accidentally edit it.Now it's time to link this new shape to the original clothing as a morphtarget by creating a new Blend Shape node. However, Maya has a bug in it that will not allow you to do this from the Deform pulldown menu in the Animate panel. Instead, we have to go ( Window > Animation Editors > Blend Shape ... ) This should bring up the Blend Shape Panel which should have nothing in it at this point.Select the duplicated shape, then shift-select the original clothing. Then, from the Blend Shape panel go ( Edit > Create Blend Shape ). This creates a new Blend Shape node and adds the duplicated geometry as the first morph target. To add additional targets later, you must first select the target, then the original geometry and go ( Deform > Edit Blend Shape > Add ).In some cases this doesn't work correctly, and you will have to go to the Add options and manually type in the name of the Blend Shape node as in the image to the left.Step 7. Now it's time to decide what joint you're going to work on first. Once you've decided, go ahead and bend the joint to it's tightest angle. I'm starting with the knee. Imagine that. Next, go ahead and push the slider all the way up to 1 in the Blend Shape panel as per the image on the right. This will allow you to immediately see the changes you make in the target shape reflected in the base shape (the original clothing).Now comes the fun part... start pushing and pulling faces, edges and vertices on the target shape until you like the look of the base shape. I also moved some of the vertices forward below the knee to give the appearance that the fabric is tightening and pulling against the calf.Step 8. When you are happy with your work, it's time for the final step. We're going to set a driven key on the rotation of the joint that will drive the envelope of the Blend Shape node. A driven key interpolates the values of the driven attribute through the specified range on the driver attribute, and is independent of time.Your joint should still be bent to the extreme angle, so go ( Animate > Set Driven Key > Set > ). This should bring up the Set Driven Key panel. Select the joint and click Load Driver. Then, in the Blend Shape panel, click the Select button under the slider. Back in the Set Driven Key panel, click Load Driven. Now, highlight the rotation value of the proper joint axis in the Driver section of the Set Driven Key panel. This should be the Z-Axis, but may be the Y-Axis depending on how you built your skeleton. Then select the name of the Blend Shape target under 'envelope' in the Driven section of the Set Driven Key panel. Remember to always select the Driver attributes first, modify them if necessary, and then select the Driven attributes and modify them. Once you have both attributes selected, click Key.Next, move the skeleton back to the fully extended position. Then in the Blend Shape panel, move the slider down to 0. Back in the Set Driven Key panel, click Key. You should now see that if you move the joint the wrinkles will slowly form as it approaches the extreme angle. You can now hide or delete the target shape (if you don't want to make any more modifications to it).That's it! Now you just have to repeat steps 6 - 8 for all joints that will cause wrinkles in the clothing. Finally, the finished effect (QuickTime, double-click to play):You can see how driven keys and Blend Shape nodes can really enhance your character setup. You could also use this technique to create other effects like bulging muscles. The possibilities are endless!网页制作过程1、引言网络技术的发展,为今天全球性的信息交流与资在建立源共享和交往提供了更多的途径和可能。

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