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








Making it translational probably gives you a fair bit more control over the animations though as well. Some kind of system in place to set up a skeleton for different sized animations or a way to optionally check whether it's rotational only or translational as well would be nice.
With that said though, I'm pretty much still a novice at Source 2. The occasional messing about I've done is probably only worth a month or so worth of work which pales in comparison to the decade or so I messed around with Source 1. I'm unsure what systems or secrets are in the engine. There may be skeletal tools I'm just not familiar with yet, but we'll see.
Sorry for the long paragraph. I blame OCD.
But glad to see you're still working on this.