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{
"filename": "documentation_zh-cn_unreal-engine_animation-blueprint-transform-bone-in-unreal-engine",
"sourceFile": "C:\\Users\\yarnb\\unreal-engine-knowledge-graph-mcp\\sources\\docs\\documentation_zh-cn_unreal-engine_animation-blueprint-transform-bone-in-unreal-engine.md",
"triples": [
{
"subject": "Transform Bone节点",
"predicate": "属于",
"object": "动画蓝图",
"context": "Transform Bone节点是动画蓝图中的一个功能节点,用于控制骨骼的变换",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "Transform Bone节点",
"predicate": "控制",
"object": "骨骼变换",
"context": "该节点专门用于对指定骨骼进行平移、旋转和缩放变换",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "骨骼变换",
"predicate": "包含",
"object": "平移/旋转/缩放",
"context": "骨骼变换由三种基本变换操作组成,这是动画控制的基础知识",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "Transform Bone节点",
"predicate": "依赖",
"object": "组件空间",
"context": "节点在组件空间中运行,需要理解组件空间的概念才能正确使用",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "组件空间",
"predicate": "需要",
"object": "空间转换",
"context": "在动画蓝图中使用组件空间时需要空间转换,这是重要的实现细节",
"direction": "bidirectional",
"confidence": 0.9
},
{
"subject": "Transform Bone节点",
"predicate": "使用",
"object": "骨架",
"context": "节点需要从骨架中选择要控制的骨骼,骨架是骨骼动画的基础资源",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "骨架",
"predicate": "关联",
"object": "骨骼网格体",
"context": "骨架与骨骼网格体共同构成角色动画的基础资源,需要配合使用",
"direction": "bidirectional",
"confidence": 0.9
},
{
"subject": "平移模式",
"predicate": "包含",
"object": "忽略/替换现有/添加到现有",
"context": "理解不同的平移模式对动画控制效果的影响很重要",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "旋转模式",
"predicate": "包含",
"object": "忽略/替换现有/添加到现有",
"context": "理解不同的旋转模式对动画控制效果的影响很重要",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "缩放模式",
"predicate": "包含",
"object": "忽略/替换现有/添加到现有",
"context": "理解不同的缩放模式对动画控制效果的影响很重要",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "变换空间",
"predicate": "包含",
"object": "世界空间/组件空间/父骨骼空间/骨骼空间",
"context": "不同的变换空间决定了变换的参考坐标系,是动画控制的重要概念",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "Transform Bone节点",
"predicate": "适用于",
"object": "骨骼控制",
"context": "该节点是骨骼控制的重要工具,属于骨骼动画技术栈",
"direction": "unidirectional",
"confidence": 0.8
},
{
"subject": "动画蓝图",
"predicate": "包含",
"object": "AnimGraph",
"context": "AnimGraph是动画蓝图的核心组成部分,Transform Bone节点在其中使用",
"direction": "unidirectional",
"confidence": 0.8
},
{
"subject": "Transform Bone节点",
"predicate": "实现",
"object": "骨骼动画控制",
"context": "该节点是实现高级骨骼动画控制的基础工具之一",
"direction": "unidirectional",
"confidence": 0.8
}
],
"timestamp": "2025-06-15T18:00:13.414Z",
"warnings": [],
"metadata": {
"fileSize": 5981,
"contentLength": 3799,
"processingTimeMs": 51360
}
}