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{
"filename": "documentation_zh-cn_unreal-engine_animation-sequences-in-unreal-engine",
"sourceFile": "C:\\Users\\yarnb\\unreal-engine-knowledge-graph-mcp\\sources\\docs\\documentation_zh-cn_unreal-engine_animation-sequences-in-unreal-engine.md",
"triples": [
{
"subject": "动画序列",
"predicate": "包含",
"object": "关键帧",
"context": "动画序列由多个关键帧组成,这些关键帧定义了骨骼在特定时间点的位置、旋转和缩放信息",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "动画序列",
"predicate": "绑定到",
"object": "骨骼",
"context": "动画序列资产需要绑定到骨骼上使用,可以在使用同一个骨架的多个骨骼网格体之间共享动画",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "动画序列",
"predicate": "基于",
"object": "FBX文件",
"context": "动画序列大多在动画和建模软件中创建,并包含在FBX文件中,通过FBX导入过程导入虚幻引擎",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "FBX导入选项",
"predicate": "控制",
"object": "动画导入",
"context": "FBX导入选项窗口允许调整动画的导入方式,包括动画长度、采样速率、自定义属性等",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "Sequencer",
"predicate": "用于",
"object": "创建动画序列",
"context": "Sequencer可以用于在虚幻引擎中创建动画序列,通过动画轨道或Control Rig创建动画并保存为新的动画序列",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "动画序列编辑器",
"predicate": "用于",
"object": "编辑动画序列",
"context": "动画序列编辑器允许预览播放、调整动画、添加动画通知和曲线等",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "叠加动画轨道",
"predicate": "用于",
"object": "调整骨骼位置",
"context": "叠加动画轨道允许通过骨骼操作工具调整动画序列中角色骨骼的位置,并保存移动数据",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "录制功能",
"predicate": "用于",
"object": "生成动画序列",
"context": "录制功能可以实时录制操作的动作并将动画保存为新的动画序列资产",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "骨骼压缩设置",
"predicate": "用于",
"object": "压缩动画序列",
"context": "骨骼压缩设置资产用于定义并应用压缩方式,减少动画的内存占用,改善项目性能",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "曲线压缩设置",
"predicate": "用于",
"object": "压缩动画曲线",
"context": "曲线压缩设置资产用于压缩动画序列中的曲线数据,保存项目性能",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "动画序列",
"predicate": "支持",
"object": "共享动画",
"context": "动画序列可以在使用相同骨架的多个骨骼网格体之间共享,或通过动画重定向在不同骨架之间共享",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "动画序列",
"predicate": "依赖",
"object": "骨骼网格体",
"context": "动画序列需要在骨骼网格体上播放,骨骼网格体是动画的载体",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "动画序列",
"predicate": "包含",
"object": "动画曲线",
"context": "动画序列可以包含动画曲线,用于驱动材质参数、变形目标和其他属性",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "动画序列",
"predicate": "支持",
"object": "动画通知",
"context": "动画序列可以包含动画通知,用于发送和接收同步到动画序列的事件",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "动画序列",
"predicate": "依赖",
"object": "骨架",
"context": "动画序列需要绑定到骨架上使用,骨架定义了骨骼的层级和名称",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "动画序列",
"predicate": "支持",
"object": "动画重定向",
"context": "动画序列可以通过动画重定向在不同骨架之间共享,或通过IK Rig重定向创建新的动画序列",
"direction": "unidirectional",
"confidence": 0.9
}
],
"timestamp": "2025-06-15T18:03:31.211Z",
"warnings": [
{
"type": "large_file",
"message": "文档内容较长,可能增加API调用成本 (14102 字符)",
"timestamp": "2025-06-15T18:02:30.411Z"
}
],
"metadata": {
"fileSize": 21842,
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}