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Payment OptionsThe Property List
In an Animation Clip, any animatable property can have an Animation Curve, which means that the Animation Clip controls that property. In the property list area of the Animation View, all animated properties are listed. With the Animation View in Dope Sheet mode, the animated values for each property appear only as linear tracks, however in Curves mode you are able to see the the changing values of properties visualised as a grap view.
In “Curves” mode, the Animation Curves have colored curve indicators, each colour representing the values for one of the currently selected properties in the property list. For information on how to add curves to an animation property, see the section on .
Animation Curves with the color indicators visible. In this example, the green indicator matches the Y position curve of a bouncing cube animation
Understanding Curves, Keys and Keyframes
An Animation Curve has multiple keys which are control points that the curve passes through. These are visualized in the Curve Editor as small diamond shapes on the curves. A frame in which one or more of the shown curves have a key is called a keyframe.
If a property has a key in the currently previewed frame, the curve indicator will have a diamond shape.
The Rotation.y property has a key at the currently previewed frame.
The Curve Editor will only show curves for the properties that are selected. If multiple properties are selected in the property list, the curves will be shown overlaid together.
When multiple properties are selected, their curves are shown overlaid together in the Curves Editor
Adding and Moving Keyframes
You can add a keyframe at the currently previewed frame by clicking the Keyframe button.
A keyframe can be added at the currently previewed frame by clicking the Keyframe button. This will add a keyframe to all currently selected curves. Alternatively you can add a keyframe to a single curve at any given frame by double-clicking the curve where the new keyframe should be. It is also possible to add a keyframe by right-clicking the Keyframe Line and select Add Keyframe from the context menu. Once placed, keyframes can be dragged around with the mouse. It is also possible to select multiple keyframes to drag at once. Keyframes can be deleted by selecting them and pressing Delete, or by right-clicking on them and selecting Delete Keyframe from the context menu.
Supported Animatable Properties
The Animation View can be used to animate much more than just the position, rotation, and scale of a Game Object. The properties of any Component and Material can be animated - even the public variables of your own scripts components. Making animations with complex visual effects and behaviors is only a matter of adding Animation Curves for the relevant properties.
The following types of properties are supported in the animation system:
Quaternion
Arrays are not supported and neither are structs or objects other than the ones listed above.
For boolean properties, a value of 0 equals False while any other value equals True.
Here are a few examples of the many things the Animation View can be used for:
Animate the Color and Intensity of a Light to make it blink, flicker, or pulsate.
Animate the Pitch and Volume of a looping Audio Source to bring life to blowing wind, running engines, or flowing water while keeping the sizes of the sound assets to a minimum.
Animate the Texture Offset of a Material to simulate moving belts or tracks, flowing water, or special effects.
Animate the Emit state and Velocities of multiple Ellipsoid Particle Emitters to create spectacular fireworks or fountain displays.
Animate variables of your own script components to make things behave differently over time.
When using Animation Curves to control game logic, please be aware of the way animations are
Rotation Interpolation Types
In Unity rotations are internally represented as Quaternions. Quaternions consist of .x, .y, .z, and .w values that should generally not be modified manually except by people who know exactly what they’re doing. Instead, rotations are typically manipulated using Euler Angles which have .x, .y, and .z values representing the rotations around those three respective axes.
When interpolating between two rotations, the interpolation can either be performed on the Quaternion values or on the Euler Angles values. The Animation View lets you choose which form of interpolation to use when animating Transform rotations. However, the rotations are always shown in the form of Euler Angles values no matter which interpolation form is used.
Transform rotations can use Euler Angles interpolation or Quaternion interpolation.
Quaternion Interpolation
Quaternion interpolation always generates nice interpolations along the shortest path between two rotations. This avoids rotation interpolation artifacts such as Gimbal Lock. However, Quaternion interpolation cannot represent rotations larger than 180 degrees, because it is then shorter to go the other way around. If you use Quaternion interpolation and place two keys further apart than 180 degrees, the curve will look discontinuous, even though the actual rotation is still smooth - it simply goes the other way around, because it is shorter. If rotations larger than 180 degrees are desired, additional keys must be placed in between. When using Quaternion interpolation, changing the keys or tangents of one curve may also change the shapes of the other two curves, since all three curves are created from the internal Quaternion representation. When using Quaternion interpolation, keys are always linked, so that creating a key at a specific time for one of the three curves will also create a key at that time for the other two curves.
Placing two keys 270 degrees apart when using Quaternion interpolation will cause the interpolated value to go the other way around, which is only 90 degrees.
Euler Angles Interpolation
Euler Angles interpolation is what most people are used to working with. Euler Angles can represent arbitrary large rotations and the .x, .y, and .z curves are independent from each other. Euler Angles interpolation can be subject to artifacts such as Gimbal Lock when rotating around multiple axes at the same time, but are intuitive to work with for simple rotations around one axis at a time. When Euler Angles interpolation is used, Unity internally bakes the curves into the Quaternion representation used internally. This is similar to what happens when importing animation into Unity from external programs. Note that this curve baking may add extra keys in the process and that tangents with the Constant tangent type may not be completely precise at a sub-frame level.
Using the Animation View
Editing Curves苹果4s大陆版序列号DX4JDQ80DTC0 INEI:060 看能不能查到是什么时候激活的..是不是行货...谢谢_百度知道
苹果4s大陆版序列号DX4JDQ80DTC0 INEI:060 看能不能查到是什么时候激活的..是不是行货...谢谢
我有更好的答案
KH韩版:iPhone4SModelCode:代:800MHz的屏幕尺寸,欢迎追问满意请采纳:3,大概是2011年10月份激活的注,请参考实际购买日期及保修及生产日期3.苹果保修是从激活当天开始算一整年,是不是全新机:37(九月)产品名称:iPhone4,1CPU速度:16GB工厂地址.5英寸屏幕分辨率黑机模型介绍:MD235组别,ZA新加坡最后一位C是加拿大:2011编号,F法国,TA是台湾,B英国:DX4JDQ80DTC0生产年份,ZP为港行,LL为美版:960x640像素颜色,J日本版(也就是常说的销售地区或是版本号)2.如有任何问题,谢谢:6机型号:1:iPhone第2组:DX(中国)已经没有保修了,X澳洲:iphone_4S产品型号:2012年生产周:黑色容量.设置-通用-关于本机可察看型号最后两位CH为国行
此序列号及IMEI号已被官网注销了
成为黑机了
一般是因为:
1.原机返修后序列号和串号被注销
2.丢失的机子串号和序列号被注销
3.机子一般是正品,但是在官网查询不到任何消息,没有保修!
4.还有可能是山寨机!
销售地和版本参照以下信息:
设置-通用-关于本机可查看型号,最后两位CH为国行、ZP为港行、LL为美版、KH为韩版机、DN为德版、TA为台湾、ZA为新加坡和马来西亚、AB为阿联酋、RS为俄罗斯、GR为希腊、IP为意大利、PP为菲律宾、FB为法国、C是加拿大版、X是澳洲和新西兰、B为英国版、F为法国版、J为日本、Y为西班牙
温馨提醒:
1、查询序列号串号等并不能说明手机一定是真苹果,在不能确定是真机之前,连接iTunes检测一下为好!能识别到手机容量与序列号说明是真机!!
2、百度搜索“苹果...
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