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@@ -52,13 +52,13 @@
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<p class="desc">
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Inside of such an *AnimationClip* the data for each animated property are stored in a
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- separate [page:KeyframeTrack]. Assumed a character object has a [page:Skeleton skeleton],
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+ separate [page:KeyframeTrack]. Assuming a character object has a [page:Skeleton skeleton],
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one keyframe track could store the data for the position changes of the lower arm bone
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over time, a different track the data for the rotation changes of the same bone, a third
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the track position, rotation or scaling of another bone, and so on. It should be clear,
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that an AnimationClip can be composed of lots of such tracks.<br /><br />
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- Assumed the model has [page:Geometry.morphTargets morph targets] (for example one morph
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+ Assuming the model has [page:Geometry.morphTargets morph targets] (for example one morph
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target showing a friendly face and another showing an angry face), each track holds the
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information as to how the [page:Mesh.morphTargetInfluences influence] of a certain morph
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target changes during the performance of the clip.
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@@ -69,7 +69,7 @@
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<p class="desc">
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- The stored data form only the basis for the animations - actual playback is controlled by
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+ The stored data forms only the basis for the animations - actual playback is controlled by
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the [page:AnimationMixer]. You can imagine this not only as a player for animations, but
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as a simulation of a hardware like a real mixer console, which can control several animations
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simultaneously, blending and merging them.
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