Effect Extrusion Parameter on Texture and Microstructure Evolution of Extruded MgMnandMgMnSr Alloys
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一、File〈文件〉New〈新建〉Reset〈重置〉Open〈打开〉Save〈保存〉Save As〈保存为〉Save selected〈保存选择〉XRef Objects〈外部引用物体〉XRef Scenes〈外部引用场景〉Merge〈合并〉Merge Animation〈合并动画动作〉Replace〈替换〉Import〈输入〉Export〈输出〉Export Selected〈选择输出〉Archive〈存档〉Summary Info〈摘要信息〉File Properties〈文件属性〉View Image File〈显示图像文件〉History〈历史〉Exit〈退出〉二、Edit〈菜单〉Undo or Redo〈取消/重做〉Hold and fetch〈保留/引用〉Delete〈删除〉Clone〈克隆〉Select All〈全部选择〉Select None〈空出选择〉Select Invert〈反向选择〉Select By〈参考选择〉Color〈颜色选择〉Name〈名字选择〉Rectangular Region〈矩形选择〉Circular Region〈圆形选择〉Fabce Region〈连点选择〉Lasso Region〈套索选择〉Region:〈区域选择〉Window〈包含〉Crossing〈相交〉Named Selection Sets〈命名选择集〉Object Properties〈物体属性〉三、Tools〈工具〉Transform Type-In〈键盘输入变换〉Display Floater〈视窗显示浮动对话框〉Selection Floater〈选择器浮动对话框〉Light Lister〈灯光列表〉Mirror〈镜像物体〉Array〈阵列〉Align〈对齐〉Snapshot〈快照〉Spacing Tool〈间距分布工具〉Normal Align〈法线对齐〉Align Camera〈相机对齐〉Align to View〈视窗对齐〉Place Highlight〈放置高光〉Isolate Selection〈隔离选择〉Rename Objects〈物体更名〉四、Group〈群组〉Group〈群组〉Ungroup〈撤消群组〉Open〈开放组〉Close〈关闭组〉Attach〈配属〉Detach〈分离〉Explode〈分散组〉五、Views〈查看〉Undo View Change/Redo View change〈取消/重做视窗变化〉Save Active View/Restore Active View〈保存/还原当前视窗〉Viewport Configuration〈视窗配置〉Grids〈栅格〉Show Home Grid〈显示栅格命令〉Activate Home Grid〈活跃原始栅格命令〉Activate Grid Object〈活跃栅格物体命令〉Activate Grid to View〈栅格及视窗对齐命令〉Viewport Background〈视窗背景〉Update Background Image〈更新背景〉Reset Background Transform〈重置背景变换〉Show Transform Gizmo〈显示变换坐标系〉Show Ghosting〈显示重橡〉Show Key Times〈显示时间键〉Shade Selected〈选择亮显〉Show Dependencies〈显示关联物体〉Match Camera to View〈相机与视窗匹配〉Add Default Lights To Scene〈增加场景缺省灯光〉Redraw All Views〈重画所有视窗〉Activate All Maps〈显示所有贴图〉Deactivate All Maps〈关闭显示所有贴图〉Update During Spinner Drag〈微调时实时显示〉Adaptive Degradation Toggle〈绑定适应消隐〉Expert Mode〈专家模式〉六、Create〈创建〉Standard Primitives〈标准图元〉Box〈立方体〉Cone〈圆锥体〉Sphere〈球体〉GeoSphere〈三角面片球体〉Cylinder〈圆柱体〉Tube〈管状体〉Torus〈圆环体〉Pyramid〈角锥体〉Plane〈平面〉Teapot〈茶壶〉Extended Primitives〈扩展图元〉Hedra〈多面体〉Torus Knot〈环面纽结体〉Chamfer Box〈斜切立方体〉Chamfer Cylinder〈斜切圆柱体〉Oil Tank〈桶状体〉Capsule〈角囊体〉Spindle〈纺锤体〉L-Extrusion〈L形体按钮〉Gengon〈导角棱柱〉C-Extrusion〈C形体按钮〉RingWave〈环状波〉Hose〈软管体〉Prism〈三棱柱〉Shapes〈形状〉Line〈线条〉Text〈文字〉Arc〈弧〉Circle〈圆〉Donut〈圆环〉Ellipse〈椭圆〉Helix〈螺旋线〉NGon〈多边形〉Rectangle〈矩形〉Section〈截面〉Star〈星型〉Lights〈灯光〉Target Spotlight〈目标聚光灯〉Free Spotlight〈自由聚光灯〉Target Directional Light〈目标平行光〉Directional Light〈平行光〉Omni Light〈泛光灯〉Skylight〈天光〉Target Point Light〈目标指向点光源〉Free Point Light〈自由点光源〉Target Area Light〈指向面光源〉IES Sky〈IES天光〉IES Sun〈IES阳光〉SuNLIGHT System and Daylight〈太阳光及日光系统〉Camera〈相机〉Free Camera〈自由相机〉Target Camera〈目标相机〉Particles〈粒子系统〉Blizzard〈暴风雪系统〉PArray〈粒子阵列系统〉PCloud〈粒子云系统〉Snow〈雪花系统〉Spray〈喷溅系统〉Super Spray〈超级喷射系统〉七、Modifiers〈修改器〉Selection Modifiers〈选择修改器〉Mesh Select〈网格选择修改器〉Poly Select〈多边形选择修改器〉Patch Select〈面片选择修改器〉Spline Select〈样条选择修改器〉V olume Select〈体积选择修改器〉FFD Select〈自由变形选择修改器〉NURBS Surface Select〈NURBS表面选择修改器〉Patch/Spline Editing〈面片/样条线修改器〉:Edit Patch〈面片修改器〉Edit Spline〈样条线修改器〉Cross Section〈截面相交修改器〉Surface〈表面生成修改器〉Delete Patch〈删除面片修改器〉Delete Spline〈删除样条线修改器〉Lathe〈车床修改器〉Normalize Spline〈规格化样条线修改器〉Fillet/Chamfer〈圆切及斜切修改器〉Trim/Extend〈修剪及延伸修改器〉Mesh Editing〈表面编辑〉Cap Holes〈顶端洞口编辑器〉Delete Mesh〈编辑网格物体编辑器〉Edit Normals〈编辑法线编辑器〉Extrude〈挤压编辑器〉Face Extrude〈面拉伸编辑器〉Normal〈法线编辑器〉Optimize〈优化编辑器〉Smooth〈平滑编辑器〉STL Check〈STL检查编辑器〉Symmetry〈对称编辑器〉Tessellate〈镶嵌编辑器〉Vertex Paint〈顶点着色编辑器〉Vertex Weld〈顶点焊接编辑器〉Animation Modifiers〈动画编辑器〉Skin〈皮肤编辑器〉Morpher〈变体编辑器〉Flex〈伸缩编辑器〉Melt〈熔化编辑器〉Linked XForm〈连结参考变换编辑器〉Patch Deform〈面片变形编辑器〉Path Deform〈路径变形编辑器〉Surf Deform〈表面变形编辑器〉* Surf Deform〈空间变形编辑器〉UV Coordinates〈贴图轴坐标系〉UVW Map〈UVW贴图编辑器〉UVW Xform〈UVW贴图参考变换编辑器〉Unwrap UVW〈展开贴图编辑器〉Camera Map〈相机贴图编辑器〉* Camera Map〈环境相机贴图编辑器〉Cache Tools〈捕捉工具〉Point Cache〈点捕捉编辑器〉Subdivision Surfaces〈表面细分〉MeshSmooth〈表面平滑编辑器〉HSDS Modifier〈分级细分编辑器〉Free Form Deformers〈自由变形工具〉FFD 2×2×2/FFD 3×3×3/FFD 4×4×4〈自由变形工具2×2×2/3×3×3/4×4×4〉FFD Box/FFD Cylinder〈盒体和圆柱体自由变形工具〉Parametric Deformers〈参数变形工具〉Bend〈弯曲〉Taper〈锥形化〉Twist〈扭曲〉Noise〈噪声〉Stretch〈缩放〉Squeeze〈压榨〉Push〈推挤〉Relax〈松弛〉Ripple〈波纹〉Wave〈波浪〉Skew〈倾斜〉Slice〈切片〉Spherify〈球形扭曲〉Affect Region〈面域影响〉Lattice〈栅格〉Mirror〈镜像〉Displace〈置换〉XForm〈参考变换〉Preserve〈保持〉Surface〈表面编辑〉Material〈材质变换〉Material By Element〈元素材质变换〉Disp Approx〈近似表面替换〉NURBS Editing〈NURBS面编辑〉NURBS Surface Select〈NURBS表面选择〉Surf Deform〈表面变形编辑器〉Disp Approx〈近似表面替换〉Radiosity Modifiers〈光能传递修改器〉Subdivide〈细分〉* Subdivide〈超级细分〉八、Character〈角色人物〉Create Character〈创建角色〉Destroy Character〈删除角色〉Lock/Unlock〈锁住与解锁〉Insert Character〈插入角色〉Save Character〈保存角色〉Bone Tools〈骨骼工具〉Set Skin Pose〈调整皮肤姿势〉Assume Skin Pose〈还原姿势〉Skin Pose Mode〈表面姿势模式〉九、Animation〈动画〉IK Solvers〈反向动力学〉HI Solver〈非历史性控制器〉HD Solver〈历史性控制器〉IK Limb Solver〈反向动力学肢体控制器〉SplineIK Solver〈样条反向动力控制器〉Constraints〈约束〉Attachment Constraint〈附件约束〉Surface Constraint〈表面约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Link Constraint〈连结约束〉LookAt Constraint〈视觉跟随约束〉Orientation Constraint〈方位约束〉Transform Constraint〈变换控制〉Link Constraint〈连接约束〉Position/Rotation/Scale〈PRS控制器〉Transform Script〈变换控制脚本〉Position Controllers〈位置控制器〉Audio〈音频控制器〉Bezier〈贝塞尔曲线控制器〉Expression〈表达式控制器〉Linear〈线性控制器〉Motion Capture〈动作捕捉〉Noise〈燥波控制器〉Quatermion(TCB)〈TCB控制器〉Reactor〈反应器〉Spring〈弹力控制器〉Script〈脚本控制器〉XYZ〈XYZ位置控制器〉Attachment Constraint〈附件约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Surface Constraint〈表面约束〉Rotation Controllers〈旋转控制器〉注:该命令工十一个子菜单。
Maya 2009 中英文对照File 文件New Scene 建立新场景Enable default scene 使用默认的场景Default scene 默认场景Default Working Units 默认的工作单位Linear 长度单位millimeter 毫米centimeter 厘米meter 米inch 英寸foot 英尺yard 光年Angular 角度单位degrees 角度radians 弧度Time 时间Default Timeline Settings 默认的时间线设置Playback start/end 回放起始结束帧Animation start/end 动画起始结束帧Open Scene 打开场景File type 文件类型Execute script nodes 执行脚本节点Load Settings 调用设置Load default references 调用默认参照Load all references 调用所以参照Load top-level top-level only 仅调顶级参照Load no references 不调用参照Selective preload 选择性调用Save Scene 保存场景Incremental save 递增保存Limit incremental save 限制保存次数Number of incremental 递增次数Save Scene As 另存场景Default file extensions 默认文件扩展名Copy texture maps 纹理Always 总是Unless referenced 除非参照Disk Cache Options 磁盘缓冲File Type Specific Options 文件类型细节Use full names for attributes on nodes 在节点上使用属性全名Save Preferences 保存参数Optimize Scene Size 优化场景尺寸Remove invalid 移除无效的Remove empty 移除空的Remove unused 移除无用的Remove duplicate 移除重复的Import 导入Group 组Remove duplicate 移除重复Preserve references 保留参照Use namespaces 使用名字空间Export All 导出所有Export Selection 导出选定对象Keep only a reference 仅保留一个参考Prefix with 添加前缀Include these inputs 包含下列这些输入Include texture info 包含纹理信息View Image 查看图片View Sequence 查看序列帧Create Reference 导入场景文件Deferred 延缓Lock 锁定Locator 定位器Reference Editor 参考编辑器Create Reference 创建参考文件Import Objects from Reference 从参考中输入对象Export Selection 输出选择Save Reference Edits 保存参考List Reference Edits 列出参考编辑List Unknown Edits 列出未知编辑Clean Up Reference 清楚参考Select File Contents 选择文件内容Reference 参照Reload Reference 重加载参照Unload Reference 卸载参照Load Reload Reference 调用相关参照Unload Reload Reference 卸载相关参照Duplicate Reference 复制参照Recently Reference 替换参照Recently Reference Files 最近替换的文件Remove Reference 移除参照Lock Reference 锁定参照Unlock Reference 解除参照Proxy 代理Add Proxy 增加代理Remove Proxy as 重载代理Reload Proxy 移除代理Switch Tag for Active Proxy to 切换激活代理的标记Switch Tag for Proxy 切换代理的标记View Selected References 查看选择的参考View All References 查看所以参考Project 工程Edit Current 编辑当前项目Recent Files 最近文件Recent Increments 增量文件Recent Projects 最近工程Exit 退出Edit 编辑Undo 取消上一次操作Redo 恢复上一次操作Repeat 重复上一次操作Recent Commands List 最后使用的命令Cut 剪切Copy 复制Paste 粘贴Keys 关键帧Cut Keys 剪切关键帧Copy Keys 复制关键帧Paste Keys 粘贴关键帧Delete Keys 删除关键帧Scale Keys 缩放关键帧Snap Keys 吸附关键桢Bake Simulation 模拟复制Delete 删除Delete by Type 根据类型删除History 历史记录Non-Deformer History 没有变形的历史All Non-Deformer History 所以没有变形的历史History before deformers only 仅没有变形前的历史Channels 通道Hierarchy 层级Selected 选择的Below 下层All keyable 所以可设关键桢属性From Channel Box 通道盒属性Driven channels 驱动通道Control point 控制点Shapes 形节器Static Channels 静帧通道Motion Paths 运动路径Expressions 表达式Constraints 约束Rigid Bodies 刚体Delete All by Type 根据类型删除所有History 历史Channels 通道Static Channels 静帧通道Motion Paths 运动路径Non-particle Expressions 非离子表达式Constraints 约束Sounds 声音Rigid Bodies 刚体Select All by Type 根据类型选择所有Clips 片段Lattices 晶格Clusters 箸Sculpt Objects 雕刻物体Nonlinears 非线形变形器Wires 线变形器Shading Group and Materials 阴影组和材质Particles 粒子Rigid Bodies 刚体Rigid Constraints 刚体约束Fluids 物流Fur 毛发nCloths 布料nRigids 刚体Dynamic Constraints 动力学约束Select Tool 选择工具Lasso Select Tool 选择套索工具Paint Selection Tool 绘图选择工具Select All 选择所有Deselect 取消选择Select Hierarchy 选择层级Invert Selection 反选Select All by Type 按类型全部选择Transforms 变形节点Geometry 几何体Polygon Geometry 多边形几何体Subdiv Geometry 细分体Brushes 画笔Strokes 笔画Quick Select Sets 快速选择组Duplicate 复制Duplicate Special 专用复制Geometry type 几何体类型Instance 实例Group under 群组类型Parent 父子World 世界坐标系New group 新的群组Smart transform 智能变换Translate 位移Rotate 旋转Number of copies 复制份数Duplicate input graph 复制输入节点Duplicate input connections 复制输入连接Instance leaf nodes 实例化子节点Assign unique name to child nodes 为子节点指定单独的名称Duplicate with Transform 变换复制Group under 群组类型World 世界坐标系Center 中心Origin 原点Group pivot 群组轴中心点Preserve position 保持位置Ungroup 打散群组Ungroup under 打散群组类型Level with Detail 细节层级Parent method 父化方式Move objects 移动对象Add instance 增加实例Preserve position保存位置Unparent 解除父子Unparent method 解除父化方式Parent to world 作为世界系子物体Remove instance 清除实例Modify 修改Transformation Tools 变形工具Move Tool 移动工具Rotate Tool 旋转工具Scale Tool 缩放工具Universal Manipulator 通用操作器Move Normal Tool 移动法线工具Move/Rotate/Scale Tool 移动旋转缩放工具Show Manipulator Tool 显示操作杆Default Object Manipulator 默认操作器Move 移动Transform 变换操作器Proportional Modi Tool 比例修改工具Soft Modification Tool 柔性修改工具Reset Transformations 重设变换Freeze Transformations 变换归零Joint orient 骨骼方向Normals 法线Only for non-rigid transformations 仅针对非刚体的变换有效Snap Align Objects 捕捉对齐物体Grandparent 祖父物体Snap type 捕捉类型Left 左Middle 中Right 右Align Objects 对齐物体Align mode 对齐模式Align in 对齐轴Align to 对齐到Selection average 选择对象的平均值Last selected object 最后选择的对象Align Tool 对齐工具Snap Together Tool 捕捉聚集工具Enable Nodes 授权动画节点Move and rotate object 移动并选择物体Snap to polygon face 捕捉到多边形边上Evaluate Nodes 解算节点Evaluate All 解算所有节点Ignore All 忽略所有节点IK solvers 逆向运动连接器Global Stitch 全局缝合nucleuses 核子解算器Snapshots 快照Make Live 激活构造物Center Pivot 中心化枢轴点Prefix Hierarchy Names 为层级名前添加前缀Search and Replace Name搜索并替换名称Add Attribute 增加属性Long name 属性名称Make attribute 可关键桢属性Vector 向量Integer 整型变量String 字符串Float 浮点型变量Boolean 布尔变量Enum 列举型Scalar 标量Per particle 每个粒子Add initial state attribute 添加初始状态属性Minimum 最大值Maximum 最小值Default 默认值Particle 粒子Control 控制Edit Attribute 编辑属性Numeric Attribute Properties 属性的参数值Keyable 可关键桢Displayable 不可关键桢Has minimum 存在最小值Has maximum 存在最大值Enum Name 列举名称Delete Attribute 删除属性Convert 转换Subdiv 细分表面Attach multiple output meshes 合并多片面Merge tolerance 合并容差Match render tessellation 配色渲染细分Triangles 三角形Quads 四边形Tessellation method 镶嵌细分方式General 常规Count 数目Standard fit 标准匹配Chord height ratio 弧高比率Fractional tolerance 细分公差Minimal edge length 最小边的长度3D delta 3D增量Maximum base mesh faces 基于网格的最大面数Maximum edges per vertex 每个点转化为边的最大值Subdivision surface mode 细分面模式Standard 标准Proxy object 代理物体Keep original 保留原物体Tessellation method 镶嵌细分方式Uniform 统一Adaptive 适应Polygon count 多边形数目Vertices 顶点Level 层级Divisions per face 每个面的细分次数Maximum number polygons 多边形的最大数值Origin object 原始物体Replace 取代Hide 隐藏Share UVs 共享UVOutput type 输出类型Paint Effects 原始笔画Vertex color mode 顶点着色模式None 无Color 着色Illuminated 照明Quad output 输出四边形Hide strokes 隐藏笔画Poly limit 多边形数目极限Input image 输入的图像Quantize 量化Quantize levels 量化级别Search radius 探索半径Minimum segment size 最小片段大小Color range 颜色范围Maximum color difference 最大颜色差异Max point to add 要添加的点的上限Fit to selection 适配至所选Surface offset 曲面偏移UV set UV集合Generate shaders 产生着色Shader template 着色器模板Displacement 置换Fluid 液体Paint Scripts Tool 脚本编辑工具Paint Attributes Tool 属性绘制工具Create 创建NURBS Primitives NURBS基本几何体Sphere 球体Pivot 枢轴点Object 物体User defined 用户自定义Pivot point 枢轴点坐标Axis 轴向Free 自由Active view 当前视窗Axis definition 轴向定义Start sweep angle 起始扫掠角度End sweep angle 终止扫略角度Radius 半径Surface degree 表面度数Cubic 立方Usetolerance 使用容差Global 全局Number of sections 扇区数Number of spans 段数Cube 立方体Width 宽Length 长Height 高U patches U向面片数V patches V向面片数Cylinder 圆柱体Caps 盖Both 都有Extra transform on caps 盖子附加变换Use tolerance 容差Cone 圆锥体Plane 平面Torus 圆环Circle 圆形Square 正方形Interactive Creation 互交式创建Exit On Completion 完成后退出Polygon Primitives 多边形基本几何体Axis divisions 环绕轴细分Height divisions 沿高度方向细分Texture mapping 贴图坐标Create UVs 创建UVsPinched at Poles 两端顶点收缩Sawtooth at poles 两端顶点锯齿化Width divisions 沿宽度细分Depth divisions 沿深度细分Normalize 归一化Collectively 共同Each face separately 各面分离Preserve aspect ratio 保持比例Cap divisions 沿盖方向细分Round cap 圆形的圆柱体盖Preserve aspect ratio 保持比例Section Radius 截面半径Twist 扭曲Prism 菱体Side length 边长Number of sides in base 边的数量Pyramid 金字塔Pipe 管状物Thickness 厚度Helix 螺旋体Coils 卷曲Coil divisions 沿卷曲细分Direction 方向Clockwise 顺时针Counterclockwise 逆时针Soccer Ball 英式足球Platonic Solids 多面实体Platonic type 实体类型Dodecahedron 十二面体Icosahedron 二十面体Octahedron 八面体Tetrahedron 四面体Subdiv Primitives 细分基本几何体Volume Primitives 体积基本几何体Ambient Light 环境光Intensity 亮度Ambient shade 发散度Cast shadows 投射阴影Shadow color 阴影颜色Shadow rays 阴影光线数Direction Light 方向灯Interactive placement 交互放置Point Light 点光源Spot Light 聚光灯Cone rate 椎体角度Cast shadows 投射阴影Area Light 面积光Volume Light 体积光Camera 摄像机Camera and Aim 带目标点的摄像机Camera,Aim,and Up 带目标点和旋转轴的摄像机CV Curve Tool CV曲线工具Curve degree 曲线度Knot spacing 节间距Chord length 弧长Multiple end knots 多个终结EP Curve Tool EP曲线工具Pencil Curve Tool 铅笔工具Arc Tools 弧线工具Three Point Circular Arc 三点弧线Two Point Circular Arc 两点弧线Measure Tools 测量工具Distance Tool 距离测量工具Parameter Tool 物体参数测量工具Arc Length Tool 线参数测量工具Text 文字Font 字体Curves 曲线Trim 剪切面Poly 多边形Bevel 倒角Adobe(R) Illustrator(R) Object Illustrator物体Create bevel 创建倒角At start 在起点At end 在末端bevel width 倒角宽度bevel depth 倒角深度Extrude distance 挤压高度Create cap 创建封盖Outer bevel style 外倒角类型Inner bevel style 内倒角类型Construction Plane 创建平面Pole axis 平面轴向Size 尺寸Empty Group 空组Sets 集合Add to a partition 添加到分区Only if exclusive 排他性By making exclusive 制造排除Partition 分区Quick Select Set 快速选择分区Display 显示Grid lines every 网格间隔Axes 轴Grid lines & numbers 网格和数字Subdivision lines 细分线Thicker line for axes 轴线加粗Grid lines 网格线Heads Up Display 题头显示Object Details 物体细分Poly Count 多边形参数Subdiv Details 细分体细节Animation Details 动作细节FBIK Details FBIK细节Frame Rate 帧速度Current Frame 当前构成Camera Name 摄像机名称View Axis 视图轴Origin Axis 原始轴Tool Message 工具提示UI Elements 用户界面元素Status Line 状态栏Shelf 工具架Time Slider 时间滑块Range Slider 范围滑块Command Line 命令行Help Line 帮助行Tool Box 工具箱Attribute Edit 属性编辑器Tool Settings工具设置Channel Box/Layer Edit 通道盒层编辑层Hide All UI Elements 隐藏所以元素Show All UI Elements 显示所以元素Restore UI Elements 恢复用户元素Hide Selection 隐藏选择对象Hide selected Object 隐藏未选择对象Hide selected CVs 隐藏未选择CVsAll 所以Hide Geometry 隐藏几何体Polygon Surface 多边形曲面Deforming Geometry 施加变形的几何体Stroke Path Curves 笔画路径曲线Stroke Control Curves 笔画控制曲线Hide Kinematics 隐藏动力学对象Hide Deformers 隐藏变形器Wrap Influences 包裹影响物Smooth Skin Influences 平滑蒙皮的影响物Animation Markers 动画标记Light Manipulators 灯光操作杆Camera Manipulators 摄像机操作杆Show Selection 显示选择对象Show selected Object 显示未选择对象Show Last Hidden 显示上次隐藏的对象Show selected CVs 显示未选择CVsShow Kinematics 显示动力学对象Show Deformers 显示变形器Object Display 对象显示Template 模板Untemplate 取消模板Ignore Hardware Shader 忽悠硬件材质Use Hardware Shader 使用硬件材质Fast Interaction 快速交互Transform Display 变换属性显示Local Rotation Axes 局部旋转坐标Selection Handles 选择手柄Culling Options 剔除选项Keep Wire 保持线框Keep Hard Edges 保留硬边Keep Vertices 保留顶点Vertex Size 顶点尺寸Crease Vertices 创建顶点UVs UV点Unshared UVs 非共享的UV点UV SizeUV 尺寸Component IDs 元素序号Edges 边Faces 面Face Normals 表面法线Vertex Normals 顶点法线Tangents 切线Normals Size 法线尺寸Standard Edges 普通边Soft/Hard Edges 软硬边Hard Edges 硬边Border Edges 边界边Crease Edges 折边Texture Border Edges 纹理边界边Edge Width 边的宽度Face Center 面中心Face Triangles 三角面Non-planar Faces 非平面Reset Display 恢复显示Limit to Selected 限制显示Custom Polygon Display 自定义多边形显示Object affected 影响物体Backculling 剔除背面Highlight 高亮Edges 边Soft/Hard 硬软Only hard 仅软Texture borders 纹理边Edge width边宽Face 面Non-planar 非平面Show item numbers 显示项目数Texture coordinates 纹理坐标UV topology UV拓扑Color in shaded display 在实体显示下着色Color material channel 颜色材质通道Material blend setting 材质混合设置Hulls 外壳Patch Center 片面中心Surface Origin 表面方向Custom 自定义Scope 范围Active object 选择的物体All object 所以的物体New curves 新创建的曲线New surface 新创建的曲面Sel handles 选择手柄Hull 壳Active 激活的Hull simplification U U方向简化Hull simplification V V反向简化Rough 粗糙Medium 中等Fine 完美Custom Smoothness 自定义平滑显示Full 完全Surface div per span U U方向表面细分Surface div per span V V方向表面细分Curve div per span 曲线细分Display render tessellation geometry 显示渲染细分几何体Surface div per span 分段表面细分Hull simplification U U方向细分Hull simplification V V方向细分UV Borders UV边缘Animation 动画Lattice Point 晶格点Lattice Shape 晶格网格Joint Size 骨骼尺寸IK/FK Joint Size IK/FK骨骼尺寸IK Handle Size IK手柄尺寸Joint Labels 骨骼标签Rendering 渲染Camera/Light Manipulator 摄像机灯光操纵器Clipping Planes 剪切平面Cycling Index 循环索引Paint Effects Mesh Display 画笔多边形显示Stroke Display Quality 笔画显示Window 窗口General Editors 综合编辑器Component Editor 元素编辑器Attribute Spread Sheet 属性扩展清单Visor 浏览器Display Layer Editor 显示通道栏Blind Data Editor 不可视数据编辑器Script Editor 脚本编辑器Command Shell 命令编辑器Rendering Editors 渲染编辑器Render View 渲染窗口Render Settings 渲染设置Hypershade 超级着色器Render Layer Editor 分层渲染窗口Rendering Flags 渲染标记Shading Group Attributes 阴影组属性Multilister 材质多重列表Hardware Render Buffer 硬件渲染器Animation Editors 动画编辑器Graph Editor 图表编辑器Trax Edit 非线形编辑器Dope Sheet 关键桢清单Blend Shape 混合形状编辑器Expression Editor 表达式编辑器Device Editor 运动捕捉编辑器Relationship Editors 关系编辑器Deformer Sets 变形器组Character Sets 角色组Display Layers 显示组Render Layers 渲染层Dynamic Relationships 动力学关系Light Linking 灯光连接Light-Centric 以灯光为中心Object-Centric 以物体为中心UV Linking UV连接Texture-Centric 以纹理为中心UV-Centric 以UV为中心Hair/Fur Linking 头发绒毛系统连接Settings/reference 设置/参数references 参数窗口Tool Settings 工具设置Performance Settings 指定执行设置Hotkey Editor 快捷键编辑器Color Settings 颜色设置窗口Marking Menu Editor 标记菜单编辑器Shelf Editor 工具架编辑器Plug-in Manager 插件管理器。
After effect shatter滤镜参数详解shatter可以制作爆炸,破碎,裂痕等,功能强大。
0.shape在pattern里面可以选择很多破碎爆炸的形状,还可以自定义这个形状,在pattern中选择custom自定义后,在custom shatter map 选项中选择之间定义好的贴图,在定义贴图的时候,要注意一点,因为它的破碎效果是根据颜色的形状来成碎块的,即不同的颜色的形状会成为不同的碎片,【如下面的图,彩色图为自定义贴图,黑白图为破碎效果,因为彩图的颜色为不规则形状,所以破碎效果也为不规则的,反之,如果贴图的颜色为规整的,则破碎的也为规整的形状,如AB图】拖动时间线就会出现效果。
“white tiles fixed”这个选项的意思是在贴图中白色区域的不受到破碎重力的影响。
在利用贴图做破碎效果的时候,这个选项可以做很酷的效果。
【如C,D图】1. force 和physicsforce1和force2设置是一样的。
shatter把f orce做为一个球【图1蓝线球】,所以它的中心是有着三维坐标的:position代表球心的x、y坐标,而Depth就是它的z坐标,xyz共同决定force这个“球”的位置。
“球”和层的相交的部分就是真正的shatter“作用区域”,这时爆炸的碎片总是飞离球心的。
Radius是球的半径,决定球的大小,如果要使force起作用,必须使Depth 的绝对值小于radius,这样才能保证和源层有相交的区域。
图1 ↑↑↑图2 ↑↑↑图3↑↑↑strength【图2,3】是force的强度值,它决定碎片的飞行速度。
正值使碎片飞离球心,负值则相反,当然碎片的飞离方向与force的z值和strength有关,这个朋友们可以试试。
当碎片炸开后,就不会再受到force的作用了。
而strength如果设置的足够小,就可以只产生裂纹而不会使碎片分离。
当radius、strength设为0时,或者z(depth)的绝对值大于radius时,force1 没有作用。
After Effects CS6仿真特效演示及参数完全详解仿真特效组包含了18种特效:Card Dance、Caustics、Foam、Particle Playground、Shatter、Wave World。
它们表现的特效是碎裂、液态、气泡、粒子、粉碎、电波、涟漪等仿真效果。
仿真特效位于Effects & Presets(特效与预设)面板的Simulation(仿真)下,如图1所示。
1、Card Dance(动态卡片)应用Card Dance特效前后的效果如图2所示。
图2此特效可以在选定的层上读取渐变的颜色信息,利用此信息Card Dance(动态卡片)把本层根据设置进行分列、位移、旋转等多种动画。
如图3所示为Card Dance(动态卡片)的设置参数面板。
Rows&Columns(行和列):选择行和列的使用方式。
Independent项是行和列独立生效。
Columns Follows Rows项是列的数量和行的数量相同。
Rows(行):设置行的数量。
Columns(列):设置列的数量。
Back Layer(背面层):选择作为当前图像背面的图像,当图像被翻转过来时能见到背面。
Gradient Layer 1(渐变层1):选择读取渐变信息的1图9-3号层。
Gradient Layer 2(渐变层2):选择读取渐变信息的2号层。
Rotation Order(旋转顺序):选择旋转的先后顺序,先后顺序决定当前图像的旋转分布。
Transformation Order(变换顺序):选择变换的先后顺序,指的是XYZ Position。
X Position(X位置):在其下可以选择X位置基于源(渐变1或2号层)层的何种颜色通道或颜色信息进行位置增效和偏移。
Y Position(Y位置):在其下可以选择Y位置基于源(渐变1或2号层)层的何种颜色通道或颜色信息进行位置增效和偏移。
Z Position(Z 位置):在其下可以选择Z位置基于源(渐变1或2号层)层的何种颜色通道或颜色信息进行位置的增效和偏移。
3D英文版主要菜单的翻译:)一、File〈文件〉New〈新建〉Reset〈重置〉Open〈打开〉Save〈保存〉Save As〈保存为〉Save selected〈保存选择〉XRef Objects〈外部引用物体〉XRef Scenes〈外部引用场景〉Merge〈合并〉Merge Animation〈合并动画动作〉Replace〈替换〉Import〈输入〉Export〈输出〉Export Selected〈选择输出〉Archive〈存档〉Summary Info〈摘要信息〉File Properties〈文件属性〉View Image File〈显示图像文件〉History〈历史〉Exit〈退出〉二、Edit〈菜单〉Undo or Redo〈取消/重做〉Hold and fetch〈保留/引用〉Delete〈删除〉Clone〈克隆〉Select All〈全部选择〉Select None〈空出选择〉Select Invert〈反向选择〉Select By〈参考选择〉Color〈颜色选择〉Name〈名字选择〉Rectangular Region〈矩形选择〉Circular Region〈圆形选择〉Fabce Region〈连点选择〉Lasso Region〈套索选择〉Region:〈区域选择〉Window〈包含〉Crossing〈相交〉Named Selection Sets〈命名选择集〉Object Properties〈物体属性〉三、Tools〈工具〉Transform Type-In〈键盘输入变换〉Display Floater〈视窗显示浮动对话框〉Selection Floater〈选择器浮动对话框〉Light Lister〈灯光列表〉Mirror〈镜像物体〉Array〈阵列〉Align〈对齐〉Snapshot〈快照〉Spacing Tool〈间距分布工具〉Normal Align〈法线对齐〉Align Camera〈相机对齐〉Align to View〈视窗对齐〉Place Highlight〈放置高光〉Isolate Selection〈隔离选择〉Rename Objects〈物体更名〉四、Group〈群组〉Group〈群组〉Ungroup〈撤消群组〉Open〈开放组〉Close〈关闭组〉Attach〈配属〉Detach〈分离〉Explode〈分散组〉五、Views〈查看〉Undo View Change/Redo View change〈取消/重做视窗变化〉Save Active View/Restore Active View〈保存/还原当前视窗〉Viewport Configuration〈视窗配置〉Grids〈栅格〉Show Home Grid〈显示栅格命令〉Activate Home Grid〈活跃原始栅格命令〉Activate Grid Object〈活跃栅格物体命令〉Activate Grid to View〈栅格及视窗对齐命令〉Viewport Background〈视窗背景〉Update Background Image〈更新背景〉Reset Background Transform〈重置背景变换〉Show Transform Gizmo〈显示变换坐标系〉Show Ghosting〈显示重橡〉Show Key Times〈显示时间键〉Shade Selected〈选择亮显〉Show Dependencies〈显示关联物体〉Match Camera to View〈相机与视窗匹配〉Add Default Lights To Scene〈增加场景缺省灯光〉Redraw All Views〈重画所有视窗〉Activate All Maps〈显示所有贴图〉Deactivate All Maps〈关闭显示所有贴图〉Update During Spinner Drag〈微调时实时显示〉Adaptive Degradation Toggle〈绑定适应消隐〉Expert Mode〈专家模式〉六、Create〈创建〉Standard Primitives〈标准图元〉Box〈立方体〉Cone〈圆锥体〉Sphere〈球体〉GeoSphere〈三角面片球体〉Cylinder〈圆柱体〉Tube〈管状体〉Torus〈圆环体〉Pyramid〈角锥体〉Plane〈平面〉Teapot〈茶壶〉Extended Primitives〈扩展图元〉Hedra〈多面体〉Torus Knot〈环面纽结体〉Chamfer Box〈斜切立方体〉Chamfer Cylinder〈斜切圆柱体〉Oil Tank〈桶状体〉Capsule〈角囊体〉Spindle〈纺锤体〉L-Extrusion〈L形体按钮〉Gengon〈导角棱柱〉C-Extrusion〈C形体按钮〉RingWave〈环状波〉Hose〈软管体〉Prism〈三棱柱〉Shapes〈形状〉Line〈线条〉Text〈文字〉Arc〈弧〉Circle〈圆〉Donut〈圆环〉Ellipse〈椭圆〉Helix〈螺旋线〉NGon〈多边形〉Rectangle〈矩形〉Section〈截面〉Star〈星型〉Lights〈灯光〉Target Spotlight〈目标聚光灯〉Free Spotlight〈自由聚光灯〉Target Directional Light〈目标平行光〉Directional Light〈平行光〉Omni Light〈泛光灯〉Skylight〈天光〉Target Point Light〈目标指向点光源〉Free Point Light〈自由点光源〉Target Area Light〈指向面光源〉IES Sky〈IES天光〉IES Sun〈IES阳光〉SuNLIGHT System and Daylight〈太阳光及日光系统〉Camera〈相机〉Free Camera〈自由相机〉Target Camera〈目标相机〉Particles〈粒子系统〉Blizzard〈暴风雪系统〉PArray〈粒子阵列系统〉PCloud〈粒子云系统〉Snow〈雪花系统〉Spray〈喷溅系统〉Super Spray〈超级喷射系统〉七、Modifiers〈修改器〉Selection Modifiers〈选择修改器〉Mesh Select〈网格选择修改器〉Poly Select〈多边形选择修改器〉Patch Select〈面片选择修改器〉Spline Select〈样条选择修改器〉Volume Select〈体积选择修改器〉FFD Select〈自由变形选择修改器〉NURBS Surface Select〈NURBS表面选择修改器〉Patch/Spline Editing〈面片/样条线修改器〉:Edit Patch〈面片修改器〉Edit Spline〈样条线修改器〉Cross Section〈截面相交修改器〉Surface〈表面生成修改器〉Delete Patch〈删除面片修改器〉Delete Spline〈删除样条线修改器〉Lathe〈车床修改器〉Normalize Spline〈规格化样条线修改器〉Fillet/Chamfer〈圆切及斜切修改器〉Trim/Extend〈修剪及延伸修改器〉Mesh Editing〈表面编辑〉Cap Holes〈顶端洞口编辑器〉Delete Mesh〈编辑网格物体编辑器〉Edit Normals〈编辑法线编辑器〉Extrude〈挤压编辑器〉Face Extrude〈面拉伸编辑器〉Normal〈法线编辑器〉Optimize〈优化编辑器〉Smooth〈平滑编辑器〉STL Check〈STL检查编辑器〉Symmetry〈对称编辑器〉Tessellate〈镶嵌编辑器〉Vertex Paint〈顶点着色编辑器〉Vertex Weld〈顶点焊接编辑器〉Animation Modifiers〈动画编辑器〉Skin〈皮肤编辑器〉Morpher〈变体编辑器〉Flex〈伸缩编辑器〉Melt〈熔化编辑器〉Linked XForm〈连结参考变换编辑器〉Patch Deform〈面片变形编辑器〉Path Deform〈路径变形编辑器〉Surf Deform〈表面变形编辑器〉* Surf Deform〈空间变形编辑器〉UV Coordinates〈贴图轴坐标系〉UVW Map〈UVW贴图编辑器〉UVW Xform〈UVW贴图参考变换编辑器〉Unwrap UVW〈展开贴图编辑器〉Camera Map〈相机贴图编辑器〉* Camera Map〈环境相机贴图编辑器〉Cache Tools〈捕捉工具〉Point Cache〈点捕捉编辑器〉Subdivision Surfaces〈表面细分〉MeshSmooth〈表面平滑编辑器〉HSDS Modifier〈分级细分编辑器〉Free Form Deformers〈自由变形工具〉FFD 2×2×2/FFD 3×3×3/FFD 4×4×4〈自由变形工具2×2×2/3×3×3/4×4×4〉FFD Box/FFD Cylinder〈盒体和圆柱体自由变形工具〉Parametric Deformers〈参数变形工具〉Bend〈弯曲〉Taper〈锥形化〉Twist〈扭曲〉Noise〈噪声〉Stretch〈缩放〉Squeeze〈压榨〉Push〈推挤〉Relax〈松弛〉Ripple〈波纹〉Wave〈波浪〉Skew〈倾斜〉Slice〈切片〉Spherify〈球形扭曲〉Affect Region〈面域影响〉Lattice〈栅格〉Mirror〈镜像〉Displace〈置换〉XForm〈参考变换〉Preserve〈保持〉Surface〈表面编辑〉Material〈材质变换〉Material By Element〈元素材质变换〉Disp Approx〈近似表面替换〉NURBS Editing〈NURBS面编辑〉NURBS Surface Select〈NURBS表面选择〉Surf Deform〈表面变形编辑器〉Disp Approx〈近似表面替换〉Radiosity Modifiers〈光能传递修改器〉Subdivide〈细分〉* Subdivide〈超级细分〉八、Character〈角色人物〉Create Character〈创建角色〉Destroy Character〈删除角色〉Lock/Unlock〈锁住与解锁〉Insert Character〈插入角色〉Save Character〈保存角色〉Bone Tools〈骨骼工具〉Set Skin Pose〈调整皮肤姿势〉Assume Skin Pose〈还原姿势〉Skin Pose Mode〈表面姿势模式〉九、Animation〈动画〉IK Solvers〈反向动力学〉HI Solver〈非历史性控制器〉HD Solver〈历史性控制器〉IK Limb Solver〈反向动力学肢体控制器〉SplineIK Solver〈样条反向动力控制器〉Constraints〈约束〉Attachment Constraint〈附件约束〉Surface Constraint〈表面约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Link Constraint〈连结约束〉LookAt Constraint〈视觉跟随约束〉Orientation Constraint〈方位约束〉Transform Constraint〈变换控制〉Link Constraint〈连接约束〉Position/Rotation/Scale〈PRS控制器〉Transform Script〈变换控制脚本〉Position Controllers〈位置控制器〉Audio〈音频控制器〉Bezier〈贝塞尔曲线控制器〉Expression〈表达式控制器〉Linear〈线性控制器〉Motion Capture〈动作捕捉〉Noise〈燥波控制器〉Quatermion(TCB)〈TCB控制器〉Reactor〈反应器〉Spring〈弹力控制器〉Script〈脚本控制器〉XYZ〈XYZ位置控制器〉Attachment Constraint〈附件约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Surface Constraint〈表面约束〉Rotation Controllers〈旋转控制器〉注:该命令工十一个子菜单。
一、File〈文件〉New〈新建〉Reset〈重置〉Open〈打开〉Save〈保存〉Save As〈保存为〉Save selected〈保存选择〉XRef Objects〈外部引用物体〉XRef Scenes〈外部引用场景〉Merge〈合并〉Merge Animation〈合并动画动作〉Replace〈替换〉Import〈输入〉Export〈输出〉Export Selected〈选择输出〉Archive〈存档〉Summary Info〈摘要信息〉File Properties〈文件属性〉View Image File〈显示图像文件〉History〈历史〉Exit〈退出〉二、Edit〈菜单〉Undo or Redo〈取消/重做〉Hold and fetch〈保留/引用〉Delete〈删除〉Clone〈克隆〉Select All〈全部选择〉Select None〈空出选择〉Select Invert〈反向选择〉Select By〈参考选择〉Color〈颜色选择〉Name〈名字选择〉Rectangular Region〈矩形选择〉Circular Region〈圆形选择〉Fabce Region〈连点选择〉Lasso Region〈套索选择〉Region:〈区域选择〉Window〈包含〉Crossing〈相交〉Named Selection Sets〈命名选择集〉Object Properties〈物体属性〉三、Tools〈工具〉Selection Floater〈选择器浮动对话框〉Light Lister〈灯光列表〉Mirror〈镜像物体〉Array〈阵列〉Align〈对齐〉Snapshot〈快照〉Spacing Tool〈间距分布工具〉Normal Align〈法线对齐〉Align Camera〈相机对齐〉Align to View〈视窗对齐〉Place Highlight〈放置高光〉Isolate Selection〈隔离选择〉Rename Objects〈物体更名〉四、Group〈群组〉Group〈群组〉Ungroup〈撤消群组〉Open〈开放组〉Close〈关闭组〉Attach〈配属〉Detach〈分离〉Explode〈分散组〉五、Views〈查看〉Undo View Change/Redo View change〈取消/重做视窗变化〉Save Active View/Restore Active View〈保存/还原当前视窗〉Viewport Configuration〈视窗配置〉Grids〈栅格〉Show Home Grid〈显示栅格命令〉Activate Home Grid〈活跃原始栅格命令〉Activate Grid Object〈活跃栅格物体命令〉Activate Grid to View〈栅格及视窗对齐命令〉Viewport Background〈视窗背景〉Update Background Image〈更新背景〉Reset Background Transform〈重置背景变换〉Show Transform Gizmo〈显示变换坐标系〉Show Ghosting〈显示重橡〉Show Key Times〈显示时间键〉Shade Selected〈选择亮显〉Show Dependencies〈显示关联物体〉Match Camera to View〈相机与视窗匹配〉Add Default Lights To Scene〈增加场景缺省灯光〉Redraw All Views〈重画所有视窗〉Activate All Maps〈显示所有贴图〉Adaptive Degradation Toggle〈绑定适应消隐〉Expert Mode〈专家模式〉六、Create〈创建〉Standard Primitives〈标准图元〉Box〈立方体〉Cone〈圆锥体〉Sphere〈球体〉GeoSphere〈三角面片球体〉Cylinder〈圆柱体〉Tube〈管状体〉Torus〈圆环体〉Pyramid〈角锥体〉Plane〈平面〉Teapot〈茶壶〉Extended Primitives〈扩展图元〉Hedra〈多面体〉Torus Knot〈环面纽结体〉Chamfer Box〈斜切立方体〉Chamfer Cylinder〈斜切圆柱体〉Oil Tank〈桶状体〉Capsule〈角囊体〉Spindle〈纺锤体〉L-Extrusion〈L形体按钮〉Gengon〈导角棱柱〉C-Extrusion〈C形体按钮〉RingWave〈环状波〉Hose〈软管体〉Prism〈三棱柱〉Shapes〈形状〉Line〈线条〉Text〈文字〉Arc〈弧〉Circle〈圆〉Donut〈圆环〉Ellipse〈椭圆〉Helix〈螺旋线〉NGon〈多边形〉Rectangle〈矩形〉Section〈截面〉Star〈星型〉Lights〈灯光〉Target Spotlight〈目标聚光灯〉Free Spotlight〈自由聚光灯〉Target Directional Light〈目标平行光〉Skylight〈天光〉Target Point Light〈目标指向点光源〉Free Point Light〈自由点光源〉Target Area Light〈指向面光源〉IES Sky〈IES天光〉IES Sun〈IES阳光〉SuNLIGHT System and Daylight〈太阳光及日光系统〉Camera〈相机〉Free Camera〈自由相机〉Target Camera〈目标相机〉Particles〈粒子系统〉Blizzard〈暴风雪系统〉PArray〈粒子阵列系统〉PCloud〈粒子云系统〉Snow〈雪花系统〉Spray〈喷溅系统〉Super Spray〈超级喷射系统〉七、Modifiers〈修改器〉Selection Modifiers〈选择修改器〉Mesh Select〈网格选择修改器〉Poly Select〈多边形选择修改器〉Patch Select〈面片选择修改器〉Spline Select〈样条选择修改器〉Volume Select〈体积选择修改器〉FFD Select〈自由变形选择修改器〉NURBS Surface Select〈NURBS表面选择修改器〉Patch/Spline Editing〈面片/样条线修改器〉:Edit Patch〈面片修改器〉Edit Spline〈样条线修改器〉Cross Section〈截面相交修改器〉Surface〈表面生成修改器〉Delete Patch〈删除面片修改器〉Delete Spline〈删除样条线修改器〉Lathe〈车床修改器〉Normalize Spline〈规格化样条线修改器〉Fillet/Chamfer〈圆切及斜切修改器〉Trim/Extend〈修剪及延伸修改器〉Mesh Editing〈表面编辑〉Cap Holes〈顶端洞口编辑器〉Delete Mesh〈编辑网格物体编辑器〉Edit Normals〈编辑法线编辑器〉Extrude〈挤压编辑器〉Face Extrude〈面拉伸编辑器〉Normal〈法线编辑器〉STL Check〈STL检查编辑器〉Symmetry〈对称编辑器〉Tessellate〈镶嵌编辑器〉Vertex Paint〈顶点着色编辑器〉Vertex Weld〈顶点焊接编辑器〉Animation Modifiers〈动画编辑器〉Skin〈皮肤编辑器〉Morpher〈变体编辑器〉Flex〈伸缩编辑器〉Melt〈熔化编辑器〉Linked XForm〈连结参考变换编辑器〉Patch Deform〈面片变形编辑器〉Path Deform〈路径变形编辑器〉Surf Deform〈表面变形编辑器〉* Surf Deform〈空间变形编辑器〉UV Coordinates〈贴图轴坐标系〉UVW Map〈UVW贴图编辑器〉UVW Xform〈UVW贴图参考变换编辑器〉Unwrap UVW〈展开贴图编辑器〉Camera Map〈相机贴图编辑器〉* Camera Map〈环境相机贴图编辑器〉Cache Tools〈捕捉工具〉Point Cache〈点捕捉编辑器〉Subdivision Surfaces〈表面细分〉MeshSmooth〈表面平滑编辑器〉HSDS Modifier〈分级细分编辑器〉Free Form Deformers〈自由变形工具〉FFD 2×2×2/FFD 3×3×3/FFD 4×4×4〈自由变形工具2×2×2/3×3×3/4×4×4〉FFD Box/FFD Cylinder〈盒体和圆柱体自由变形工具〉Parametric Deformers〈参数变形工具〉Bend〈弯曲〉Taper〈锥形化〉Twist〈扭曲〉Noise〈噪声〉Stretch〈缩放〉Squeeze〈压榨〉Push〈推挤〉Relax〈松弛〉Ripple〈波纹〉Wave〈波浪〉Skew〈倾斜〉Slice〈切片〉Spherify〈球形扭曲〉Affect Region〈面域影响〉Lattice〈栅格〉Mirror〈镜像〉Preserve〈保持〉Surface〈表面编辑〉Material〈材质变换〉Material By Element〈元素材质变换〉Disp Approx〈近似表面替换〉NURBS Editing〈NURBS面编辑〉NURBS Surface Select〈NURBS表面选择〉Surf Deform〈表面变形编辑器〉Disp Approx〈近似表面替换〉Radiosity Modifiers〈光能传递修改器〉Subdivide〈细分〉* Subdivide〈超级细分〉八、Character〈角色人物〉Create Character〈创建角色〉Destroy Character〈删除角色〉Lock/Unlock〈锁住与解锁〉Insert Character〈插入角色〉Save Character〈保存角色〉Bone Tools〈骨骼工具〉Set Skin Pose〈调整皮肤姿势〉Assume Skin Pose〈还原姿势〉Skin Pose Mode〈表面姿势模式〉九、Animation〈动画〉IK Solvers〈反向动力学〉HI Solver〈非历史性控制器〉HD Solver〈历史性控制器〉IK Limb Solver〈反向动力学肢体控制器〉SplineIK Solver〈样条反向动力控制器〉Constraints〈约束〉Attachment Constraint〈附件约束〉Surface Constraint〈表面约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Link Constraint〈连结约束〉LookAt Constraint〈视觉跟随约束〉Orientation Constraint〈方位约束〉Transform Constraint〈变换控制〉Link Constraint〈连接约束〉Position/Rotation/Scale〈PRS控制器〉Transform Script〈变换控制脚本〉Position Controllers〈位置控制器〉Audio〈音频控制器〉Linear〈线性控制器〉Motion Capture〈动作捕捉〉Noise〈燥波控制器〉Quatermion(TCB)〈TCB控制器〉Reactor〈反应器〉Spring〈弹力控制器〉Script〈脚本控制器〉XYZ〈XYZ位置控制器〉Attachment Constraint〈附件约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Surface Constraint〈表面约束〉Rotation Controllers〈旋转控制器〉注:该命令工十一个子菜单。
AE自带特效中英文对照表3D Channel三维通道特效--3d chanel extract 提取三维通道--depth matte深度蒙版--depth of field场深度--fog 3D雾化--ID Matte ID蒙版Blur & Sharpen模糊与锐化特效--box blur方块模糊--channel blur通道模糊--compound blur混合模糊--directional blur方向模糊--fast blur快速模糊--gaussuan blur高斯模糊--lens blur镜头虚化模糊--radial blur径向模糊--reduce interlace flicker降低交错闪烁--sharpen锐化--smart blur智能模糊--unshart mask反遮罩锐化Channel通道特效--alpha levels Alpha色阶--arithmetic通道运算--blend混合--calculations融合计算--channel combiner复合计算--invert反相--minimax扩亮扩暗--remove color matting删除蒙版颜色--set channels设置通道--set matte设置蒙版--shift channels转换通道--solid composite实体色融合Color correction 颜色校正--auto color自动色彩调整--auto contrast自动对比度--auto levels自动色阶--brightness & contrast亮度核对比度--broadcast colors播放色--change color转换色彩--change to color颜色替换--channel mixer通道混合--color balance色彩平衡--color blance(HIS)色彩平衡(HIS)--color link色彩连接--color stabilizer色彩平衡器--colorama彩光--curves曲线调整--equalize均衡效果--exposure多次曝光--gamma/pedestal/gain伽马/基色/增益--hue/saturation色相/饱和度--leave color退色--levels (individual controls)色阶(个体控制) --photo filter照片过滤--PS arbitrary Map映像遮罩--shadow/highlight阴影/高光--tint 浅色调/色度--tritone三阶色调整Distort扭曲特效--bezier warp贝赛尔曲线弯曲--bulge凹凸镜--corner pin边角定位--displacement map置换这招--liquify像素溶解变换--magnify像素无损放大--mesh warp液态变形--mirror镜像--offset位移--optics compensation镜头变形--polar coordinates极坐标转换--puppet木偶工具--reshape形容--ripple波纹--smear涂抹--spherize球面化--transform变换--turbulent displace变形置换--twirl扭转--warp歪曲边框--wave warp波浪变形Expression Controls表达式控制特效--angel control角度控制--checkbox control检验盒控制--color control色彩控制--layer control层控制--point control点控制--slider control游标控制Generate 生成--4-ccolor gradient四色渐变--advanced lightning高级闪电--audio spectrum声谱--audio waveform声波--beam声波--beam光束--cell pattern单元图案--checkerboard棋盘格式--circle圆环--ellipse椭圆--eyedropper fill滴管填充--fill填充--fractal万花筒--grid网格--lens flare镜头光晕--lightning闪电--paint bucker颜料桶--radio waves电波--ramp渐变--scribble涂抹--stroke描边--vegas勾画--write-on手写效果Keying 抠像特效--color difference key色彩差抠像--difference matte差异蒙版(已淘汰)--extract提取(已淘汰)--inner/outer key轮廓抠像--luma key亮度抠像--color key色彩抠像(效果差)--color range色彩范围(效果较差)--linear color key线性色彩抠像(与spill suppressor配合使用,效果可以接受)--spill suppressor溢色控制常用的抠图滤镜keylight(1.2),通过调节Screen color,Screen Gain, Screen Balance三个参数调节,简单方便效果不错Matte 蒙版特效--matte choker蒙版清除--simple choker简单清除--Noise & Grain 噪波和杂点特效--add grain添加杂点--dust & scratches杂点和划痕--fractal noise不规则噪波--match grain杂点匹配--median中性--noise杂点--noise alpha alpha通道杂点--noise HLS HLS通道杂点--noise HLS auto自动生成HLS通道杂点--remove grain减弱杂点Paint 绘画--paint绘画工具--vector paint矢量绘画perspective 透视--3D glasses立体眼镜--basic 3D基础三维--bevel Alpha 斜面Alpha--vevel edges边缘导角--drop shadow阴影--radial shadow放射状的投影simulation 仿真特效--CC Ball Action CC 滚珠操作--CC Bubbles CC 吹泡泡--CC Drizzle CC 细雨滴--CC Hair CC 毛发--CC Mr.Mercury CC 水银滴落--CC Particle Systems ⅡCC 粒子仿真系统--CC Particle World CC 粒子仿真世界--CC Pixel Polly CC 像素多边形--CC Rain CC 下雨--CC Scatterize CC 散射效果--CC Snow CC 下雪--CC Star Burst CC 星爆--card dance碎片飘移--caustics焦散--foam泡沫--particle playground粒子--shatter爆碎--wave world波纹抖动stylize 风格化特效--brush storkes画笔描边--color emboss彩色浮雕--emboss浮雕--find edges查找边缘--glow辉光--mosaic马赛克--motion tile运动拼贴--posterize多色调分离--roughen edges粗糙边缘--scatter扩散--strobe light闪光灯--texturize纹理化--threshold对比度极限text 文字特效--basic text基本文字--numbers数字--path text路径文字--timecode时间码time 时间特效--echo重影--psterize time招贴画--time difference时间差异--time displacement时间置换--timewarp时间收缩transition 转场特效--block dissolve快面溶解--card wipe卡片擦除--gradient wipe渐变擦拭--iris wipe星形擦拭--linear wipe线性擦拭--radial wipe径向擦拭--venetian blinds百叶窗utlity 实用特效--cineon converter Cineon转换--color profile converter色彩特性描述转换--grow bounds范围增长--HDR compander HDR压缩扩展--HDR Highlight compression HDR高光压缩Audio音频特效--backwards倒播--bass & treble低音和高音--delay延迟--flange & chorus变调和合声--high-low pass高低音过滤--modulator调节器--parametric EQ EQ参数--reverb回声--stero mixer 立体声混合--tone音质AE的FOAM特效介绍在AfterEffect中有一组滤镜叫做Simulation,这是一组仿真滤镜,利用它可以来模拟自然界中的泡沫、光的反射、爆炸、水纹等效果,下面我们通过实例来介绍一下其中的Foam特效的使用。
一、File〈文件〉New〈新建〉Reset〈重置〉Open〈打开〉Save〈保存〉Save As〈保存为〉Save selected〈保存选择〉XRef Objects〈外部引用物体〉XRef Scenes〈外部引用场景〉Merge〈合并〉Merge Animation〈合并动画动作〉Replace〈替换〉Import〈输入〉Export〈输出〉Export Selected〈选择输出〉Archive〈存档〉Summary Info〈摘要信息〉File Properties〈文件属性〉View Image File〈显示图像文件〉History〈历史〉Exit〈退出〉二、Edit〈菜单〉Undo or Redo〈取消/重做〉Hold and fetch〈保留/引用〉Delete〈删除〉Clone〈克隆〉Select All〈全部选择〉Select None〈空出选择〉Select Invert〈反向选择〉Select By〈参考选择〉Color〈颜色选择〉Name〈名字选择〉Rectangular Region〈矩形选择〉Circular Region〈圆形选择〉Fabce Region〈连点选择〉Lasso Region〈套索选择〉Region:〈区域选择〉Window〈包含〉Crossing〈相交〉Named Selection Sets〈命名选择集〉Object Properties〈物体属性〉三、Tools〈工具〉Transform Type-In〈键盘输入变换〉Display Floater〈视窗显示浮动对话框〉Selection Floater〈选择器浮动对话框〉Light Lister〈灯光列表〉Mirror〈镜像物体〉Array〈阵列〉Align〈对齐〉Snapshot〈快照〉Spacing Tool〈间距分布工具〉Normal Align〈法线对齐〉Align Camera〈相机对齐〉Align to View〈视窗对齐〉Place Highlight〈放置高光〉Isolate Selection〈隔离选择〉Rename Objects〈物体更名〉四、Group〈群组〉Group〈群组〉Ungroup〈撤消群组〉Open〈开放组〉Close〈关闭组〉Attach〈配属〉Detach〈分离〉Explode〈分散组〉五、Views〈查看〉Undo View Change/Redo View change〈取消/重做视窗变化〉Save Active View/Restore Active View〈保存/还原当前视窗〉Viewport Configuration〈视窗配置〉Grids〈栅格〉Show Home Grid〈显示栅格命令〉Activate Home Grid〈活跃原始栅格命令〉Activate Grid Object〈活跃栅格物体命令〉Activate Grid to View〈栅格及视窗对齐命令〉Viewport Background〈视窗背景〉Update Background Image〈更新背景〉Reset Background Transform〈重置背景变换〉Show Transform Gizmo〈显示变换坐标系〉Show Ghosting〈显示重橡〉Show Key Times〈显示时间键〉Shade Selected〈选择亮显〉Show Dependencies〈显示关联物体〉Match Camera to View〈相机与视窗匹配〉Add Default Lights To Scene〈增加场景缺省灯光〉Redraw All Views〈重画所有视窗〉Activate All Maps〈显示所有贴图〉Deactivate All Maps〈关闭显示所有贴图〉Update During Spinner Drag〈微调时实时显示〉Adaptive Degradation Toggle〈绑定适应消隐〉Expert Mode〈专家模式〉六、Create〈创建〉Standard Primitives〈标准图元〉Box〈立方体〉Cone〈圆锥体〉Sphere〈球体〉GeoSphere〈三角面片球体〉Cylinder〈圆柱体〉Tube〈管状体〉Torus〈圆环体〉Pyramid〈角锥体〉Plane〈平面〉Teapot〈茶壶〉Extended Primitives〈扩展图元〉Hedra〈多面体〉Torus Knot〈环面纽结体〉Chamfer Box〈斜切立方体〉Chamfer Cylinder〈斜切圆柱体〉Oil Tank〈桶状体〉Capsule〈角囊体〉Spindle〈纺锤体〉L-Extrusion〈L形体按钮〉Gengon〈导角棱柱〉C-Extrusion〈C形体按钮〉RingWave〈环状波〉Hose〈软管体〉Prism〈三棱柱〉Shapes〈形状〉Line〈线条〉Text〈文字〉Arc〈弧〉Circle〈圆〉Donut〈圆环〉Ellipse〈椭圆〉Helix〈螺旋线〉NGon〈多边形〉Rectangle〈矩形〉Section〈截面〉Star〈星型〉Lights〈灯光〉Target Spotlight〈目标聚光灯〉Free Spotlight〈自由聚光灯〉Target Directional Light〈目标平行光〉Directional Light〈平行光〉Omni Light〈泛光灯〉Skylight〈天光〉Target Point Light〈目标指向点光源〉Free Point Light〈自由点光源〉Target Area Light〈指向面光源〉IES Sky〈IES天光〉IES Sun〈IES阳光〉SuNLIGHT System and Daylight〈太阳光及日光系统〉Camera〈相机〉Free Camera〈自由相机〉Target Camera〈目标相机〉Particles〈粒子系统〉Blizzard〈暴风雪系统〉PArray〈粒子阵列系统〉PCloud〈粒子云系统〉Snow〈雪花系统〉Spray〈喷溅系统〉Super Spray〈超级喷射系统〉七、Modifiers〈修改器〉Selection Modifiers〈选择修改器〉Mesh Select〈网格选择修改器〉Poly Select〈多边形选择修改器〉Patch Select〈面片选择修改器〉Spline Select〈样条选择修改器〉V olume Select〈体积选择修改器〉FFD Select〈自由变形选择修改器〉NURBS Surface Select〈NURBS表面选择修改器〉Patch/Spline Editing〈面片/样条线修改器〉:Edit Patch〈面片修改器〉Edit Spline〈样条线修改器〉Cross Section〈截面相交修改器〉Surface〈表面生成修改器〉Delete Patch〈删除面片修改器〉Delete Spline〈删除样条线修改器〉Lathe〈车床修改器〉Normalize Spline〈规格化样条线修改器〉Fillet/Chamfer〈圆切及斜切修改器〉Trim/Extend〈修剪及延伸修改器〉Mesh Editing〈表面编辑〉Cap Holes〈顶端洞口编辑器〉Delete Mesh〈编辑网格物体编辑器〉Edit Normals〈编辑法线编辑器〉Extrude〈挤压编辑器〉Face Extrude〈面拉伸编辑器〉Normal〈法线编辑器〉Optimize〈优化编辑器〉Smooth〈平滑编辑器〉STL Check〈STL检查编辑器〉Symmetry〈对称编辑器〉Tessellate〈镶嵌编辑器〉Vertex Paint〈顶点着色编辑器〉Vertex Weld〈顶点焊接编辑器〉Animation Modifiers〈动画编辑器〉Skin〈皮肤编辑器〉Morpher〈变体编辑器〉Flex〈伸缩编辑器〉Melt〈熔化编辑器〉Linked XForm〈连结参考变换编辑器〉Patch Deform〈面片变形编辑器〉Path Deform〈路径变形编辑器〉Surf Deform〈表面变形编辑器〉* Surf Deform〈空间变形编辑器〉UV Coordinates〈贴图轴坐标系〉UVW Map〈UVW贴图编辑器〉UVW Xform〈UVW贴图参考变换编辑器〉Unwrap UVW〈展开贴图编辑器〉Camera Map〈相机贴图编辑器〉* Camera Map〈环境相机贴图编辑器〉Cache Tools〈捕捉工具〉Point Cache〈点捕捉编辑器〉Subdivision Surfaces〈表面细分〉MeshSmooth〈表面平滑编辑器〉HSDS Modifier〈分级细分编辑器〉Free Form Deformers〈自由变形工具〉FFD 2×2×2/FFD 3×3×3/FFD 4×4×4〈自由变形工具2×2×2/3×3×3/4×4×4〉FFD Box/FFD Cylinder〈盒体和圆柱体自由变形工具〉Parametric Deformers〈参数变形工具〉Bend〈弯曲〉Taper〈锥形化〉Twist〈扭曲〉Noise〈噪声〉Stretch〈缩放〉Squeeze〈压榨〉Push〈推挤〉Relax〈松弛〉Ripple〈波纹〉Wave〈波浪〉Skew〈倾斜〉Slice〈切片〉Spherify〈球形扭曲〉Affect Region〈面域影响〉Lattice〈栅格〉Mirror〈镜像〉Displace〈置换〉XForm〈参考变换〉Preserve〈保持〉Surface〈表面编辑〉Material〈材质变换〉Material By Element〈元素材质变换〉Disp Approx〈近似表面替换〉NURBS Editing〈NURBS面编辑〉NURBS Surface Select〈NURBS表面选择〉Surf Deform〈表面变形编辑器〉Disp Approx〈近似表面替换〉Radiosity Modifiers〈光能传递修改器〉Subdivide〈细分〉* Subdivide〈超级细分〉八、Character〈角色人物〉Create Character〈创建角色〉Destroy Character〈删除角色〉Lock/Unlock〈锁住与解锁〉Insert Character〈插入角色〉Save Character〈保存角色〉Bone Tools〈骨骼工具〉Set Skin Pose〈调整皮肤姿势〉Assume Skin Pose〈还原姿势〉Skin Pose Mode〈表面姿势模式〉九、Animation〈动画〉IK Solvers〈反向动力学〉HI Solver〈非历史性控制器〉HD Solver〈历史性控制器〉IK Limb Solver〈反向动力学肢体控制器〉SplineIK Solver〈样条反向动力控制器〉Constraints〈约束〉Attachment Constraint〈附件约束〉Surface Constraint〈表面约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Link Constraint〈连结约束〉LookAt Constraint〈视觉跟随约束〉Orientation Constraint〈方位约束〉Transform Constraint〈变换控制〉Link Constraint〈连接约束〉Position/Rotation/Scale〈PRS控制器〉Transform Script〈变换控制脚本〉Position Controllers〈位置控制器〉Audio〈音频控制器〉Bezier〈贝塞尔曲线控制器〉Expression〈表达式控制器〉Linear〈线性控制器〉Motion Capture〈动作捕捉〉Noise〈燥波控制器〉Quatermion(TC〈TCB控制器〉Reactor〈反应器〉Spring〈弹力控制器〉Script〈脚本控制器〉XYZ〈XYZ位置控制器〉Attachment Constraint〈附件约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Surface Constraint〈表面约束〉Rotation Controllers〈旋转控制器〉注:该命令工十一个子菜单。
Despeckle 去斑Dust & Scratches 蒙尘与划痕 Median 中间值 pixelate 像素化 Color Halftone 彩色半调 Facet 彩块化 Fragment 碎片 Mezzotint 铜版雕刻 Mosaic 马赛克 Pointillize 点状化 Render 渲染Difference Clouds 分层云彩 Fibers 纤维Lens Flare 镜头光晕 Lighting Effects 光照效果 Stylize 风格化 Diffuse 扩散 Emboss 浮雕 Extrude 凸出 Solarize 曝光过度 Tiles 拼贴Trace Contour 等高线 Video 视频 De-Interlace 逐行Other 其他High Pass 高反差保留 Maximum 最大值 Offset 位移Digimarc Embed Watermark 嵌入水印 Browse Filters Online 浏览联机滤镜八、3DNew 3D Layer from File 从文件新建3D 图层New 3D Extrusion from Selected Layer 从所选图层新建3D 凸出 New Mesh from Layer 从图层新建网络 Postcard 明星片 Mesh Preset 网格预设 Cone 锥形Cube Wrap 立体环绕 Cylinder 圆柱体 Donut 圆环 Pyramid 金字塔 Ring 环形 Sphere 球体Spherical Panorama 球面全景 Wine Bottle 酒瓶 Depth Map to 深度映射到 Two-Sided Plane 双面平面 V olume 体积Add Constraints from 添加约束的来源 Show /Hide Polygons 显示/隐藏多边形 Within Selection 选区内 Invert Visible 反转可见Snap Object to Ground Plane 将对象贴紧地面 Split Extrusion 拆分凸出New Tiled Painting from Layer 从图层新建拼贴绘画 Paint Falloff 绘画衰减Paint on Target Texture 在目标纹理上绘画 Diffuse 漫射 Bump 凹凸Specular Color 镜面颜色 Opacity 不透明度 Shininess 反光度Self-Illumination 自发光 Reflectivity 反射 Roughness 粗糙度Reparameterize UVs 重新参数化 Create Painting Overlay 创建绘图叠加 Select Paintable Areas 选择可绘画区域Make Work Path from 3D Layer 从3D 图层生成工作路径 Sketch With Current Brush 使用当前画笔素描 Get More Content 获取更多内容九、View 视图Proof Setup 校样设置Working Cyan Plate 工作中的青版 Working Magenta Plate 工作中的洋红版Legacy Macintosh RGB(Gamma 1.8)旧版Macintosh RGB(Gamma 1.8) Monitor RGB 显示器RGBColor Blindness-Protanopia-type 色盲-红色盲型 Color Blindness-Deuteranopia-type 色盲绿色盲型 Proof Colors 校样颜色 Gamut Warning 音域警告 Pixel Aspect Ratio 像素长宽比Custom Pixel Aspect Ration 自定像素长宽比 Square 方形Pixel Aspect Ratio Correction 像素长宽比校正 Zoom In 放大Screen Mode 屏幕模式Full Screen Mode With Menu Bar 带有菜单栏的全屏模式 Extras 显示额外内容 Show 显示Target Path 目标路径 3D Secondary View 3D 副视图 Edit Pins 编辑图钉 Snap To 对齐到Document Bounds 文档边界十、Window 窗口Arrange 排列Tile All Vertically 全部垂直拼贴 2-up Horizontal 双联水平 3-up Stacked 三联堆积Consolidate All to Tabs 将所有内容合并到选项卡中 Cascade 层叠Float in Window 在窗口中浮动 Match Zoom 匹配缩放 Workspace 工作区Essentials(Default)基本功能(默认) Typography 排版规则 Extensions 扩展功能 Character Styles 段落样式 Clone Source 仿制源 Histogram 直方图Measurement Log 测量记录 Navigator 导航器 Properties 属性 Swatches 色板。
Effect of Extrusion Parameters on Texture and Microstructure Evolution of Extruded Mg-1pctMn and Mg-1pctMn-Sr Alloys HEMANT BORKAR and MIHRIBAN PEKGULERYUZThree Mg alloys Mg-1pctMn(M1),Mg-1pctMn-1.3pctSr,and Mg-1pctMn-2.1pctSr weresubjected to two different extrusion temperatures and two different extrusion speeds in lab-scaleextrusion.The extrusion temperatures of573K and673K(300°C and400°C)and two ramspeeds of4and8mm/s were used at constant extrusion ratio of7.M1exhibited strong basaltexture after extrusion at673K(400°C)at higher speed.At573K(300°C),recrystallization inall alloys takes place completely or partially by continuous dynamic recrystallization mecha-nism,while particle stimulated nucleation(PSN)occurs in all M1-Sr alloys at both extrusiontemperatures and speeds.At673K(400°C),grain boundary bulging is the only recrystalliza-tion mechanism in alloy M1,while it occurs in combination with PSN in M1-Sr alloys.Theeffect of texture weakening by PSN is more significant in M1-Sr alloys extruded at573K(400°C).The plant extrusion trials were carried out on Mg-1pctMn,Mg-1pctMn-0.3pctSr,and Mg-1pctMn-2.1pctSr at623K(350°C)with different speeds than in lab-scale extrusion.M1alloy exhibited strong basal texture at both speeds,while Sr additions of0.3and2.1pctpromoted similar amount of texture weakening.DOI:10.1007/s11661-014-2636-zÓThe Minerals,Metals&Materials Society and ASM International2014I.INTRODUCTIONT HERE is an increasing interest in developing magnesium alloys having good combination of strength, formability,and isotropic mechanical properties for automotive applications.Wrought Mg alloys have better mechanical properties than cast alloys;however,their low formability is the issue of major concern.Extruded products of Mg exhibit basalfiber texture and tensile-compressive yield asymmetry.[1–5]There have been several attempts toward weakening the texture and improving the formability of extruded alloys.The addi-tion of yttrium(Y)or RE elements such as Nd and Ce can significantly alter the texture resulting in higher form-ability.This effect has been found in both extrusions and sheet alloys.[6–10]Recently,authors have studied Sr addition to Mg-1pctMn(M1)alloy and reported that Mg-Sr precipitates induce particle stimulated nucleation (PSN)during hot compression and extrusion.[11,12]Grain refinement by strontium has also led to the improvement of the mechanical properties in Mg alloys.[13,14]Alloy M1 is preferred extrusion alloy with good extrudability but low strength.The authors have found that Sr addition to M1results in texture weakening at the extrusion temper-ature of623K(350°C),and it also improves the strength of the alloy.[12]The grains nucleated by PSN have different orientations than those of parent grains or grains deformed by grain boundary bulging(GBB) mechanism.Therefore,the PSN grains promote texture weakening which improves Schmid factor and mechan-ical properties are improved.The weakening of texture was found to be more pronounced at higher speed extrusion than that at lower speed extrusion at623K (350°C).It was also found that higher Sr additions were required to weaken the texture at lower speed,whereas the weakening started at lower Sr additions in high-speed extrusion.The improved strength of M1-Sr alloys was attributed to precipitate strengthening.Sr addition pro-moted increase in ductility as a result of random textures developed.M1-Sr alloys were also found to exhibit reduced yield asymmetry due to the weakened texture as well as reduced grain size.The authors have also studied the effect of extrusion temperature on texture evolution and recrystallization mechanisms in M1and M1-1.6pctSr alloys extruded in lab-scale experiments where ram speed was held constant.[15]Recrystallization mechanisms during extrusion affect thefinal texture,microstructure,and mechanical prop-erties of extruded products.Recrystallization mecha-nisms as well as grain size change with extrusion temperature.[16–18]Along with extrusion temperature, extrusion speed is another important parameter which affects the texture and microstructure evolution during extrusion.In this study,combined effect of extrusion temperature and extrusion speed on the texture and microstructure evolution of M1and M1-Sr alloys during extrusion has been investigated.In addition,the results from industrial extrusion trials have been compared with those in lab-scale extrusion because the extrusion parameters are different in these two settings.This paper is further addition to the knowledge generated in theHEMANT BORKAR,Postdoctoral Researcher,is with the Jo nko ping University,Jo nko ping,Sweden,and also Ph.D.Researcher with the Department of Mining and Materials Engineering,McGill University,Montreal,QC,Canada.Contact e-mail:hemu_vnit@ yahoo.co.in MIHRIBAN PEKGULERYUZ,Associate Professor,is with the Department of Mining and Materials Engineering,McGill University.Manuscript submitted August29,2014.previous work by the authors.Here different Sr addi-tions and different combinations of extrusion parame-ters(temperature and speed)have been selected to study the microstructure and texture evolution.It would generate additional knowledge to the work on extruded M1-Sr alloys.II.EXPERIMENTAL PROCEDUREMg-1pctMn-Sr alloys were prepared with two Sr additions of1.3and2.1pct to Mg-1pct Mn(M1)alloy obtained from Applied Magnesium.The alloy synthesis first consisted of melting M1alloy in graphite crucible using induction furnace(20kW,5kHz)under protec-tive gas mixture of SF6/CO2.Sr was added to the melt at temperature of973K(700°C).The melt was stirred and held for10minutes to dissolve Sr.The alloy was cast at 1013K(740°C)into cylindrical shaped steel dies preheated at673K(400°C).M1alloy was also cast as control alloy.The chemical compositions of the alloys measured using ICP were Mg-0.9Mn,Mg-0.87Mn-1.33Sr,and Mg-0.88Mn-2.11Sr.The samples for extrusion were obtained from the cast billets and had dimensions of5cm in length and2.5cm in diameter.The extrusion was carried out in the lab-scale100ton hydraulic press to produce round bars with diameter of10mm resulting in the extrusion ratio of7.Two extrusion temperatures of573K and673K (300°C and400°C)and two ram speeds of4and8mm/ s were used for the extrusion process.The two speeds will now be referred to as‘low’and‘high’speeds, respectively.Special large cylindrical billets were cast in McGill laboratory for plant extrusion trials at industrial partner Applied Magnesium.For this purpose,Mg-1pctMn-Sr alloys were prepared with Sr additions of0.3and 2.1pct.M1alloy was also cast for comparison.The samples,30cm in length and7cm in diameter,were machined from the billets for extrusion.The extrusion was carried out at623K(350°C)at an extrusion ratio of19with two ram speeds of2.7and8.1mm/s.The authors have previously published the results for lab-scale extrusion at623K(350°C)for these alloys.The process parameters in lab-scale extrusion and industrial extrusion have been summarized in Table I.XRD texture was measured on the cross sections of the extruded samples using a Bruker D8X-ray diffrac-tometer with Co K a radiation at40kV and35mA.The diffraction data were collected,and raw polefigures of {0001},{1010}and{1011}were generated using general area detector diffraction system software.Orientation distribution function and inverse polefigures(IPFs)in the extrusion direction were calculated using TexTools texture analysis software.The extruded samples were prepared for optical microscopy using grinding,polishing,and etching with acetic picral solution.The microstructures were investi-gated using Nikon Epishot200optical microscope.The grain orientation was studied using the electron back-scattered diffraction(EBSD)method in a Philips SEM at20kV accelerating voltage and70deg tilt angle.The EBSD specimens were prepared by mechanical polishing with alumina powder followed by electropolishing using a solution of10pct nital cooled to273K(0°C)at20V.III.RESULTS AND DISCUSSIONA.Texture Evolution1.Extruded at573K(300°C)The texture of alloy M1extruded at573K(300°C) and low speed reveals the presence of stronger h1010i component accompanied by weaker h1122i component (Figure1(a)).At high speed,the alloy displays strongTable I.Extrusion Parameters in Lab-Scale and Plant ExtrusionExtrusion Ram Speed(mm/s)Extrusion Speed(mm/s)Extrusion Ratio Strain Strain Rate(sÀ1)McGill[623K(350°C)]4297 1.94 1.86 858 3.73Industrial trials [623K(350°C)]2.75119 2.930.598.11521.78Fig.1—Texture of alloys extruded at573K(300°C)at two ramspeeds:(a)M1,(b)M1-1.3Sr,and(c)M1-2.1Sr.IPF’s refer to theextrusion direction.h 1010i and h 1120i and other weaker random texturecomponents (Figure 1(a)).The intensity of h 1122i is reduced,while maximum intensity of the IPF decreases from 2to 1.5.Sr addition does not weaken the texture in low-speed extrusion and actually it strengthens the basal fiber texture.This is evident from the fact that h 1122i component disappears in IPFs of alloys M1-1.3Sr and M1-2.1Sr,whereas the maximum texture intensity decreases first to 1.8and then increases to 2.8,respec-tively (Figures 1(b)and (c)).In contrast,Sr addition contributes to texture weakening in both M1-1.3Sr and M1-2.1Sr extruded at high speed in which random texture components are developed resulting in maxi-mum intensity of 1.6and 1.7,respectively.2.Extruded at 673K (400°C)At 673K (400°C)and low speed,M1develops relatively more random texture than that at 573K (300°C).(Figure 2(a)).However,the high-speed extru-sion of M1at 673K (400°C)leads to the strongest basal fiber texture among all conditions (Figure 2(a)).Alloys with Sr additions of 1.3and 2.1pct to M1show random textures at both the speeds.Such weakening was observed with similar Sr additions at extrusion temperature of 623K (350°C).[12]It is interesting to note that there is no specific pattern of development ofFig.2—Texture of alloys extruded at 673K (400°C)at two ram speeds:(a )M1,(b )M1-1.3Sr,and (c )M1-2.1Sr.IPF’s refer to the extrusion direction.Fig.3—Microstructures of alloys extruded at 573K (300°C)at different ram speeds:(a )M1—low speed,(b )M1—high speed,(c )M1-1.3Sr—low speed,and (d )M1-1.3Sr—high speed.texture components with Sr additions and the texture consists of random orientations.M1-2.1Sr alloys ex-truded at both the speeds produce the most randomized texture among all samples.B.Microstructure and TextureTexture evolution can be influenced by the deformation structure of Mg since different mechanisms of recrystal-lization,GBB,twin-induced nucleation (TIN),and PSN,which lead to differing texture development are governed by second phases and grain size.It is generally known that,that PSN,TIN produce randomly oriented recrys-tallized grains contributing to texture weakening;while GBB leads to the nucleation of grains with orientations similar to the parent grain which in the case of Mg shows little change in the basal deformation texture.The texture evolution during extrusion can be interpreted with the microstructures developed during the process.1.Extrusion at 573K (300°C)After extrusion at 573K (300°C)at low speed,M1alloy exhibits bimodal grain size distribution in which large deformed grains are surrounded by chain of very fine recrystallized grains (Figure 3(a)).This kind of recrystallization microstructure has been found to occur in alloy M1during extrusion under certain conditions and is attributed to continuous dynamic recrystalliza-tion (CDRX).[19,20]In contrast,the extrusion at this temperature but at high speed leads to the microstruc-ture consisting of small and large recrystallizedgrainsFig.4—EBSD orientation map of M1-2.1Sr extruded at 573K (300°C)at lowspeed.Fig.5—Microstructures of alloys extruded at 673K (400°C)at different speeds:(a )M1—low speed,(b )M1—high speed,(c )M1-1.3Sr—low speed,(d )M1-1.3Sr—high speed.along with deformed parent grains (Figure 3(b)).The small grains are likely to be recrystallized by similar mechanism at low speed,whereas large grains might be recrystallized by GBB.The microstructures of extruded M1-1.3Sr extruded at 573K (300°C)at both low speed and high speed show the recrystallized grains around some of the intermetallic stringers in Figures 3(c)and (d).However,the comparison of their textures shows that only the extrusion at high speed results in weaker texture (Figure 1(b)).This is most likely due to the relatively higher degree of PSN occurring at high speed and the larger recrystallized grains (mean grain size 20l m at low speed and 29l m at high speed)generated due to the temperature rise at high-speed extrusion.The increase in grain size due to the temperature rise at higher extrusion speed has been previously reported in the studies by other authors.[16,21]The presence of Mg-Sr intermetallic stringers in extrudates of M1-Sr alloys affects the recrystallization mechanisms.This has been illustrated in the previous study by the authors [12]where it was found that Mg-Sr precipitates are responsible for PSN which leads to the random texture in M1-Sr alloys extruded at 623K (350°C).EBSD microstructure of alloy M1-2.1Sr extruded at 573K (300°C)at low speed in Figure 4shows the presence of large deformed grains along with recrystallized grains but the occurrence of PSN around the stringers is limited.The large deformed grains with basal orientations and the low tendency of PSN results in the strong basal texture in this case.C.Extrusion at 673K (400°C)After extrusion at 673K (400°C)at low speed,the microstructure of M1shows large increase in grain size (272l m)with presence of recrystallized grains around coarse parent grains (Figure 5(a)).High-speed extrusion also generates similar kind of microstructure (Figure 5(b)).However,the grain size in this case is lower (125l m)which probably indicates that higher strain rate has more dominating effect than the temper-ature increase due to high speed.Higher strain rate is likely to increase the propensity of recrystallization,andtherefore generates higher volume of fine recrystallized grains,which in turn reduces the grain size.Low-speed extruded M1produces weaker texture than that of high-speed extruded alloy (Figure 2(a)).EBSD microstructures of M1extruded at 673K (400°C)at low and high speeds are represented in Figures 6(a)and (b),rge recrystallized grains can be found in the microstructure of low-speed extruded M1which might contribute to the texture weakening.Since the grains are very large,few grains with random orientations can make significant differ-ence to the overall texture weakening.On theotherFig.6—EBSD orientation maps of M1alloy extruded at 673K (400°C)at (a )low speed and (b )highspeed.Fig.7—Texture of alloys extruded at 623K (350°C)in plant trials at two ram speeds:(a )M1,(b )M1-0.3Sr,and (c )M1-2.1Sr.IPF’s refer to the extrusion direction.hand,the recrystallized grains in high-speed extruded M1are finer and strong texture is observed in this case.Sr addition produces significant grain size reduction (47l m)as seen in the microstructure of low-speed extruded M1-1.3Sr (Figure 5(c)).High-speed extruded microstructure (Figure 5(d))at 673K (400°C)shows extensive PSN which leads to significant texture weak-ening compared to M1(Figures 2(a)and (b)).The effect of Sr addition on texture weakening is prominent in high-speed extrusion at 673K (400°C)and this was also observed in extrusion at 623K (350°C).[12]M1-2.1Sr shows similar kind of microstructure as that of M1-1.3Sr and is not represented here.M1-2.1Sr alloys extruded at both the speeds show the most randomized texture because of the highest degree of PSN occurring at these conditions.The similar texture generated at both the speeds also means that the effect of PSN is exhausted at higher strain rate i.e .,extrusionspeed.Fig.8—Microstructures of alloys extruded at 623K (350°C)in plant trials,(a )M1,low speed,(b )M1—high speed,(c )M1-0.3Sr—low speed,(d )M1-0.3Sr—high speed,(e )M1-2.1Sr—low speed,and (f )M1-2.1Sr—high speed.1.Texture and microstructure of alloys extrudedin plant extrusion trialsThe texture of alloys extruded at623K(350°C)inplant trials is shown in the form of IPFs in Figure7.These results can be compared with the texture of alloys extruded at623K(350°C)as previously published;[12]however,the extrusion ratio and ram speed are stilldifferent in the plant trials.M1alloy exhibits strong basal texture at both speeds.The IPF of low-speedextruded alloy is characterized by the presence of strongh1010i component,whereas high-speed extruded alloy shows strong h1120i component(Figure7(a)).With Sr additions of0.3and2.1pct,the texture weakening isobserved but the extent of weakening is similar in bothcases(Figures7(b)and(c)).Also the texture weakening occurs with decrease in maximum texture intensity but development of random texture components is not seen as is observed in lab-scale extrusion.The absence of random texture components is most likely due to the fact that the higher strains in the industrial extrusion lead to competing dynamic recrystallization mechanisms to PSN.The similar texture observed at both Sr additions means that the effect of PSN is exhausted after initial Sr addition.The absence of random texture components also means that the GBB mechanism could be more active due to higher strain in this case and the grains recrystallized by this mechanism could be restrict-ing the growth of PSN grains.The more effective texture weakening by PSN can be possibly achieved with higher Sr additions.The microstructures of alloys extruded at623K (350°C)in plant trials are shown in Figure8.M1alloy extruded at low speed exhibits bimodal grain size distribution in which large deformed grains are sur-rounded by chain of veryfine recrystallized grains (Figure8(a)).This kind of distribution is not observed after lab-scale extrusion at623K(350°C).[12]This is most likely to be due the lower strain rate developed in the plant extrusion.At high speed,bimodal distribution is not observed instead the microstructure exhibits deformed grains and larger recrystallized grains(Fig-ure8(b)).In addition,twins are also observed in the microstructure.M1-0.3Sr extruded at low speed shows few large deformed grains and recrystallized grains (Figure8(c)).The intermetallic phases are not observed in the form of stringers here due to lower strain rate.The recrystallized grains seem to be primarily formed by GBB since they do not seem to be associated with intermetallic phases.At high speed,Sr intermetallics are converted to stringers in the extrusion direction(Fig-ure8(d)).The grain size is smaller and the grains are recrystallized by PSN as well as GBB.Alloy M1-2.1Sr shows extensive recrystallization by PSN after extrusion at both the speeds;however,the grain size at high speed is higher than that of low speed which is attributed to the increase of temperature(Figures8(e)and(f)).The texture and microstructure after extrusion affect the mechanical properties of M1and M1-Sr alloys.It will be further interesting to study the effect of extrusion parameters on mechanical properties such as ductility and strength to optimize the processing parameters for these alloys.IV.SUMMARY AND CONCLUSIONSThe effect of extrusion temperature and extrusion speed on the texture and microstructure evolution of alloy M1,M1-1.3Sr,and M1-2.1Sr was studied in lab-scale extrusion.Plant trials were conducted on M1,M1-0.3Sr,and M1-2.1Sr by carrying out extrusion at623K (350°C)with two different extrusion speeds.The important outcomes of this study are summarized below:1.The texture of extruded M1and M1-Sr alloys isdetermined by the microstructure developed after extrusion which in turn is influenced by the combi-nation of extrusion parameters such as extrusion temperature and extrusion speed.2.In lab-scale extrusion,alloy M1develops differenttextures according to the extrusion temperature and extrusion speed.The strong basal texture is found after extrusion at673K(400°C)at high speed.The stronger basal texture h1010i component is accompanied by weaker h1122i component after extrusion at573K(300°C)at low speed.Alloy M1 extruded at573K(300°C)at high speed and alloy M1extruded at low speed at673K(400°C)exhibit weaker textures.3.Extrusion of alloys M1-1.3Sr and M1-2.1Sr at lowspeed at573K(300°C)produce strong basal tex-ture.However,these alloys display random textures at all other extrusion parameters.4.At extrusion temperature of573K(300°C),bimo-dal grain size distribution is found to occur in all alloys and is the result of CDRX.Extrusion at 673K(400°C)triggers the recrystallization by GBB and the microstructures do not show occur-rence of bimodal grain size distribution.5.Sr addition to alloy M1promotes PSN at all extru-sion parameters.However,the degree of texture weakening by PSN varies with the extrusion param-eters.In general,higher extrusion speed,higher temperature,and higher Sr content are favorable for PSN.The effect of texture weakening is the most prominent at673K(400°C)at higher Sr additions.6.In industrial extrusion trials,M1alloy exhibitsstrong basal texture at both speeds.Sr additions of0.3and2.1pct promote similar amount of textureweakening which is only characterized by decrease in maximum texture intensity with absence of ran-dom texture components unlike in lab-scale extru-sion.The more effective texture weakening by PSN in industrial extrusion setting can be possibly achieved with higher Sr additions.ACKNOWLEDGMENTSThis study wasfinancially supported by the strategic project grant from Natural Sciences and Engineering Research Council(NSERC)of Canada and the indus-trial support of Applied Magnesium(formerlyTimminco).Thanks are due to Pierre Vermette for his useful contribution in alloy synthesis.One of the au-thors,Hemant Borkar,would like to thank McGill University for theirfinancial support through MEDA (McGill Engineering Doctoral Award)award.REFERENCES1.A.Becerra and 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