Multilingual DCC reference tool

DCC Rigging Skinning & Animation Multilingual Reference

Use this page to translate rig tasks into concrete checks: skeleton hierarchy, bind pose, skin weights, max influences, deformation poses, constraints, rotation order, clip ranges, and retarget validation. The compact glossary below preserves exact Chinese, English, and Japanese term coverage for search, filter, and copy workflows.

34 terms3 languagesP0 + P1 + P2 coverage

Intent-driven production guide

Direct answer for rigging, skinning, and animation handoff

Direct answer: Use this page to translate rig tasks into concrete checks: skeleton hierarchy, bind pose, skin weights, max influences, deformation poses, constraints, rotation order, clip ranges, and retarget validation.

When to use it

Use for character rig briefs, animation export tickets, mocap cleanup notes, engine import QA, and multilingual review comments between riggers and animators.

Decision rule

Approve only when bind pose, joint orientation, control naming, max influences, deformation test poses, clip frame ranges, and target retarget profile are documented.

Cluster-specific workflow

  1. Freeze naming for root, pelvis, twist, IK/FK, facial, and attachment joints before skinning starts.
  2. Set bind pose, joint orientation, scale compensation, and rotation order for high-risk controls such as shoulders, wrists, spine, and eyes.
  3. Paint weights against required test poses: T/A pose, crouch, elbow/knee bend, shoulder raise, jaw blink or facial shapes when relevant.
  4. Export clips with frame range, sample rate, root-motion policy, and constraints baked or explicitly excluded.
  5. Validate in target engine or retarget tool with deformation screenshots, max-influence report, and import warnings attached.

Decision and review checks

Ready

  • Bind pose and rest pose are saved and named.
  • Max skin influences and normalization mode match the engine limit.
  • Shoulder, elbow, knee, wrist, spine, and facial deformation poses pass review.
  • Animation clips include frame range, root motion, and retarget notes.

Needs revision

  • Weights exceed max influences or collapse after engine import.
  • Rotation order causes gimbal risk on wrists, shoulders, spine, or camera controls.
  • Constraints, driven keys, or IK controls are not baked for export.
  • Retarget validation is missing for the target skeleton.

Failure modes and fixes

Candy-wrapper deformation

Add twist joints or corrective shapes, repaint weights, and retest forearm/upper-arm rotation poses.

Broken retarget motion

Match bind pose, bone names, retarget profile, and root-motion policy before re-exporting animation clips.

Exporter strips rig behavior

Bake constraints, remove unsupported controllers, and provide both source rig and runtime skeleton files.

Practical handoff and related tools

Hand off source rig, runtime skeleton, skin-weight settings, max-influence report, bind-pose screenshot, deformation-pose sheet, clip list with frame ranges, and engine import/retarget proof.

Frequently asked questions

What evidence proves a rig is ready?

Bind-pose screenshot, deformation-pose sheet, max-influence report, clean engine import, and sample retarget or clip playback.

Which rigging parameters should be named?

Joint orientation, rotation order, max influences, root-motion policy, constraints to bake, and clip frame ranges.

How should skinning feedback be written?

Mention the joint, pose, deformation problem, affected vertices or region, and requested fix such as repaint, twist joint, or corrective shape.

Does this reference animate characters?

No. It aligns terminology and QA language for rigging and animation handoff; production happens in DCC or workspace tools.

Compact searchable glossary

Showing 34 of 34 entries. Compare translations in context, then copy the approved wording into production briefs and QA notes.

Term 55P1_content

Mirror Weights

中文权重镜像ENMirror Weights日本語ウェイトミラー

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 56P1_content

Smooth Weights

中文权重平滑ENSmooth Weights日本語ウェイトスムーズ

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 58P1_content

Rigging

中文绑定ENRigging日本語リギング

该术语用于绑定、角色与动画相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 59P1_content

Skinning

中文蒙皮ENSkinning日本語スキニング

该术语用于绑定、角色与动画相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 60P1_content

Weight Paint

中文权重绘制ENWeight Paint日本語ウェイトペイント

该术语用于绑定、角色与动画相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 149P2_supporting

Time Scale

中文时间缩放ENTime Scale日本語タイムスケール

该术语用于动画、动作与镜头相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 180P1_content

Hair Card

中文发片ENHair Card日本語ヘアカード

该术语用于布料、毛发与角色外观相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 181P1_content

Hair Cards

中文毛发卡片ENHair Cards日本語ヘアカード

该术语用于布料、毛发与角色外观相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 228P1_content

Bind Pose

中文绑定姿势ENBind Pose日本語バインドポーズ

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 229P1_content

Bone Hierarchy

中文骨骼层级ENBone Hierarchy日本語ボーン階層

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 230P1_content

Constraint Weight

中文约束权重ENConstraint Weight日本語コンストレイントウェイト

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 231P1_content

Dual Quaternion Skinning

中文双四元数蒙皮ENDual Quaternion Skinning日本語デュアルクォータニオンスキニング

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 232P1_content

Joint Orient

中文关节方向ENJoint Orient日本語ジョイント方向

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 233P1_content

Linear Blend Skinning

中文线性混合蒙皮ENLinear Blend Skinning日本語線形ブレンドスキニング

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 234P1_content

Skin Cluster

中文蒙皮簇ENSkin Cluster日本語スキンクラスタ

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 235P1_content

Blend Shape

中文混合形状ENBlend Shape日本語ブレンドシェイプ

该术语用于绑定、角色与动画相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 236P1_content

Bone

中文骨骼ENBone日本語ボーン

该术语用于绑定、角色与动画相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 237P1_content

Joint

中文关节ENJoint日本語ジョイント

该术语用于绑定、角色与动画相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 238P1_content

Retargeting

中文重定向ENRetargeting日本語リターゲット

该术语用于绑定、角色与动画相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 239P1_content

Skeleton

中文骨架ENSkeleton日本語スケルトン

该术语用于绑定、角色与动画相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 240P1_content

Weight

中文权重ENWeight日本語ウェイト

该术语用于绑定、角色与动画相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 394P2_supporting

Aim Constraint

中文目标约束ENAim Constraint日本語エイムコンストレイント

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 395P2_supporting

Corrective Shape

中文校正形状ENCorrective Shape日本語補正シェイプ

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 396P2_supporting

Euler Rotation

中文欧拉旋转ENEuler Rotation日本語オイラー回転

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 397P2_supporting

Geodesic Voxel Bind

中文测地线体素绑定ENGeodesic Voxel Bind日本語測地線ボクセルバインド

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 398P2_supporting

Gimbal Lock

中文万向节锁ENGimbal Lock日本語ジンバルロック

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 399P2_supporting

Heat Map Binding

中文热力图绑定ENHeat Map Binding日本語ヒートマップバインド

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 400P2_supporting

Orient Constraint

中文方向约束ENOrient Constraint日本語オリエントコンストレイント

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 401P2_supporting

Parent Constraint

中文父约束ENParent Constraint日本語ペアレントコンストレイント

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 402P2_supporting

Point Constraint

中文点约束ENPoint Constraint日本語ポイントコンストレイント

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 403P2_supporting

Quaternion

中文四元数ENQuaternion日本語クォータニオン

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 404P2_supporting

Rotation Order

中文旋转顺序ENRotation Order日本語回転順序

该术语用于绑定、蒙皮与高级角色技术相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

Term 405P2_supporting

Parenting

中文父子关系ENParenting日本語親子関係

该术语用于绑定、角色与动画相关环节;制作团队可用这组三语对照统一任务说明、评审反馈与交付命名。

No matching term. Try another spelling or language.

Production-critical P0 terminology

Use these direct-intent terms to name concrete production checks, repair tasks, and delivery blockers across Chinese, English, and Japanese teams.

P0 Term 57P0_direct

Weight Normalization

中文权重归一化ENWeight Normalization日本語ウェイト正規化

用于蒙皮权重验收,防止权重总和异常导致关节变形或导出结果不一致。

P0 article and checklist coverage