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








"Eyebrow Up (Left and Right)" and "Eyebrow Down (Left and Right)" work just fine, but the facial flexes "Eyebrow Angry (Right)", "Eyebrow Shocked (Left and Right)" and "Eyebrow Sad (Left and Right)" don't do anything (as far as I'm aware), and "Eyebrow Angry (Left)" is even worse.
When you adjust the "Eyebrow Angry (Left)" slider, it messes up the whole face. It might be due to the flex incorrectly controlling parts of the face mesh reserved for other facial flexes, and it wasn't fixed up before the model was compiled for Source (either that, or Source's facial flex system/compiler is more buggy than I think it is).
Since I know nothing about your process of porting these models into Source (or getting the models into whatever 3D modelling program you use BEFORE porting it to Source), I'm afraid I cannot precisely pin-point the issue.
Again, it's only a minor issue, considering you've kindly added bones to allow users to move the eyebrows (and other parts of the face) easily, but the bug is a small inconvenience for people who prefer using flexes over bones.
I haven't found any other problems with the model yet, but I'll be sure to inform you if I find any more, but as it stands (if you ignore the eyebrow slider problem(s) I mentioned above) the model seems to be working perfectly fine, IMO.
Both on the three models.