摘要:
Techniques that enable users (e.g., animators) to accurately animate models in a scene without having to load all the models involved in the scene concurrently in computer memory. For a particular model that a user wishes to animate, only a minimal set of models involved in the scene that are needed for the particular model to evaluate correctly are determined and loaded into computer memory. Additionally, if a particular model is to be unloaded from computer memory, then all models that depend, either directly or indirectly, on the particular model and that are loaded in memory are also unloaded from memory in order to avoid incorrect animation.
摘要:
A history of locations of tenant data is maintained. The tenant data comprises data that is currently being used by the tenant and the corresponding backup data. When a tenant's data is changed from one location to another, a location and a time is stored within the history that may be accessed to determine a location of the tenant's data at a specified time. Different operations trigger a storing of a location/time within the history. Generally, an operation that changes a location of the tenant's data triggers the storing of the location within the history (e.g. upgrade of farm, move of tenant, adding a tenant, load balancing of the data, and the like). When tenant data is needed for an operation (e.g. restore), the history may be accessed to determine the location of the data.
摘要:
A computer program product for a computer system includes code that directs a processor to display a two-dimensional representation of a three-dimensional object on a display, wherein the two-dimensional representation comprises a plurality of two-dimensional regions, wherein the three-dimensional object is associated with a plurality of components in a component hierarchy, and wherein each two-dimensional region is associated with at least one component from the plurality of components, code that directs the processor to receive a selection of a two-dimensional region from the user on the display, code that directs the processor to determine a component from the plurality of components associated with the two-dimensional region, code that directs the processor to receive a value for an animation variable associated with the component, and code that directs the processor to set the animation variable associated with the component to the value, wherein the codes reside on a tangible media.
摘要翻译:用于计算机系统的计算机程序产品包括指示处理器在显示器上显示三维对象的二维表示的代码,其中所述二维表示包括多个二维区域,其中, 维度对象与组件层级中的多个组件相关联,并且其中每个二维区域与来自多个组件的至少一个组件相关联,代码指示处理器从二维区域中选择一个二维区域 所述显示器上的用户指示所述处理器从所述与所述二维区域相关联的所述多个组件中确定组件的代码,所述代码指示所述处理器接收与所述组件关联的动画变量的值,以及指示所述代码 处理器将与组件相关联的动画变量设置为值,其中代码驻留在有形医学上 ia
摘要:
Techniques for automatically maintaining continuity in animation across discrete animation changes. Smooth animation is achieved without forcing the animator to manually calculate compensation values or introducing extra controls to the models that are animated. Continuity or smoothness of the animation is maintained as varying aspects of the animation change under continued authoring.
摘要:
A method for an animation environment includes displaying a first geometric object on a display, wherein the first geometric object comprises a plurality of geometric components, wherein the plurality of geometric components are coupled according to a geometric hierarchy, wherein the plurality of geometric components includes a first geometric component and a second geometric component, and wherein the first geometric component and the second geometric component are not adjacent within the geometric hierarchy, receiving a selection signal from a user, selecting the first geometric component in response to the selection signal, receiving a navigation signal from the user, and selecting the second geometric component in response to the navigation signal by traversing an animation hierarchy, wherein the first geometric component and the second geometric component are adjacent within the animation hierarchy.
摘要:
A computer program product for a computer system includes code that directs a processor to display a two-dimensional representation of a three-dimensional object on a display, wherein the two-dimensional representation comprises a plurality of two-dimensional regions, wherein the three-dimensional object is associated with a plurality of components in a component hierarchy, and wherein each two-dimensional region is associated with at least one component from the plurality of components, code that directs the processor to receive a selection of a two-dimensional region from the user on the display, code that directs the processor to determine a component from the plurality of components associated with the two-dimensional region, code that directs the processor to receive a value for an animation variable associated with the component, and code that directs the processor to set the animation variable associated with the component to the value, wherein the codes reside on a tangible media.
摘要翻译:用于计算机系统的计算机程序产品包括指示处理器在显示器上显示三维对象的二维表示的代码,其中所述二维表示包括多个二维区域,其中, 维度对象与组件层级中的多个组件相关联,并且其中每个二维区域与来自多个组件的至少一个组件相关联,代码指示处理器从二维区域中选择一个二维区域 所述显示器上的用户指示所述处理器从所述与所述二维区域相关联的所述多个组件中确定组件的代码,所述代码指示所述处理器接收与所述组件关联的动画变量的值,以及指示所述代码 处理器将与组件相关联的动画变量设置为值,其中代码驻留在有形医学上 ia
摘要:
Techniques for determining intra-model dependencies for a model and persistently storing the determined dependency information. The dependency information for a model may be stored in file associated with the model.
摘要:
Techniques that enable users (e.g., animators) to accurately animate models in a scene without having to load all the models involved in the scene concurrently in computer memory. For a particular model that a user wishes to animate, only a minimal set of models involved in the scene that are needed for the particular model to evaluate correctly are determined and loaded into computer memory. Additionally, if a particular model is to be unloaded from computer memory, then all models that depend, either directly or indirectly, on the particular model and that are loaded in memory are also unloaded from memory in order to avoid incorrect animation.
摘要:
A method for an animation environment includes displaying a first geometric object on a display, wherein the first geometric object comprises a plurality of geometric components, wherein the plurality of geometric components are coupled according to a geometric hierarchy, wherein the plurality of geometric components includes a first geometric component and a second geometric component, and wherein the first geometric component and the second geometric component are not adjacent within the geometric hierarchy, receiving a selection signal from a user, selecting the first geometric component in response to the selection signal, receiving a navigation signal from the user, and selecting the second geometric component in response to the navigation signal by traversing an animation hierarchy, wherein the first geometric component and the second geometric component are adjacent within the animation hierarchy.
摘要:
Techniques that facilitate rendering of a scene of arbitrary complexity without having to load all the models involved in the scene simultaneously in computer memory. A representation of the inputs and outputs of the various models involved in the scene and the dependencies between the inputs and the outputs is provided and used to facilitate the rendering process. A tessellator may tessellate the models without having to load information for all the models concurrently into computer memory. The tessellated scene may then be rendered without having to load all the models in the scene concurrently into computer memory.