diff --git a/docs/manual/en/introduction/Animation-system.html b/docs/manual/en/introduction/Animation-system.html index 61a74474b292ae31a7788cd00c8cf1a8aa9eb046..da5941b63f167e0d882d46485e206e3a99fceaf1 100644 --- a/docs/manual/en/introduction/Animation-system.html +++ b/docs/manual/en/introduction/Animation-system.html @@ -52,13 +52,13 @@
Inside of such an *AnimationClip* the data for each animated property are stored in a
- separate [page:KeyframeTrack]. Assumed a character object has a [page:Skeleton skeleton],
+ separate [page:KeyframeTrack]. Assuming a character object has a [page:Skeleton skeleton],
one keyframe track could store the data for the position changes of the lower arm bone
over time, a different track the data for the rotation changes of the same bone, a third
the track position, rotation or scaling of another bone, and so on. It should be clear,
that an AnimationClip can be composed of lots of such tracks.
- Assumed the model has [page:Geometry.morphTargets morph targets] (for example one morph
+ Assuming the model has [page:Geometry.morphTargets morph targets] (for example one morph
target showing a friendly face and another showing an angry face), each track holds the
information as to how the [page:Mesh.morphTargetInfluences influence] of a certain morph
target changes during the performance of the clip.
@@ -69,7 +69,7 @@
- The stored data form only the basis for the animations - actual playback is controlled by + The stored data forms only the basis for the animations - actual playback is controlled by the [page:AnimationMixer]. You can imagine this not only as a player for animations, but as a simulation of a hardware like a real mixer console, which can control several animations simultaneously, blending and merging them.