安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题



It sounds like you have spline (or Bezier) interpolation curves, especially in the ending and the beginning of the animation. This will start the animation of slow, speed up then start to slow again at the end of the animation. You might want linear. Check these out in the Graph Editor for the animation.
Also, I usually chop the last frame of the animation if the animation is a loop because the last frame is usually in the same location as the first frame, which causes a one frame stutter or a glitch as there is no movement at the loop. With that last frame chopped out, the animation flows from the second last frame into the first frame of the loop and makes the loop look complete.
If scaling is very important, though, you could either add more bones (e.g. the left, right, and front of both jaws) to move apart from each other, or you could add a shape key/flex for scaling, and use $BoneFlexDriver to add a bone that you can animate to control the flex value throughout the animation.
While I don't know for sure, I assume that you could just input the name of any flex controller that you want it to control.
Not that I know of.
Here's the file, if you want to dissect it and figure out why the jaw bone won't move back and forth in Source like it does in Blender: http://s000.tinyupload.com/index.php?file_id=97027959961836362411
I could be wrong, of course, but I don't think that it really works the way that you want, I'm afraid.
http://s000.tinyupload.com/index.php?file_id=00855921170216637805
There's only one animation in this file, it's the jaw opening. when the jaw opening the bone controlling the jaw moves forward for visual's sake. note how the bone can move as a whole (not just rotate) in the blender file (in the dope sheet's action editor) but when exported as a prop it doesn't move forward when the jaw is open. you don't even need the materials, it's apparent that the bone can't move independent of its parent. Is there a workaround or something I can use?
Also when it comes to the looping animation lagging on the last frame, it doesn't appear that way in the hlmv, any ideas why it would lag in hammer?