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
Or actually, that might not work the way I thought it would... at least with the flex thing.
This stuff should theoretically work for bones and stuff just fine, but with flexes it'd have to be, say, -1 instead of 0, if you want to decrease the 1. So you'd add a negative flex value to decrease and 0 does nothing. Or maybe that'd have to be the case with bones too.
So for anything, you have zero for a value, it does nothing. Do negative or positive value and it compares to the other.
If you move a non-physics joint to like 40 degrees on one timeline and it's 0 on another, nothing happens. 40 again doubles to 80, -40 resets to 0. Same thing with physics bones.
As for flexes, I don't know if Gmod can store negative flexes. PAC3 can't do negatives, but Advanced Face Poser can.
So I guess I was on the right track in the beginning, but just... thinking strangely about it. When I create another timeline it usually copies the frames from the previous timeline, I usually delete all of them and start new frames from scratch for that timeline specifically. So if I edited joints on one timeline (like I rotated a non-physics joint), and wanted to do something else on another (position a non-physics joint) with different frames, I'd just have to go in with Advanced Bone Tool and reset all my bones back to 0.