在典型的当代游戏中,故事通常被视为补记——它们经常难看地呈现在每一级之后,借由几乎可以忽略而过的电影式的“过场动画”来呈递。
In the typical modern game, story is treated as an afterthought, pasted in awkwardly at the end of each level and delivered through movie-style, highly skippable "cut scenes."
因此现在我们能够按比例修改动画——忽略关键桢0,如果不使用差额按比例修改角度,这应该接近0。
So now we can scale the animation - ignore key frame 0, this should be close to zero, if not use the difference to scale the Angle.
讨论日本卡通文化,不可忽略的是被称为“电视动画第一世代”的这一人群。
With reference to Japanese character culture, those who are given the name as "the first generation of tele-character" cannot be ignored.
如果没有附加动画,则会忽略包括启动和停止值在内所有可能存在的动画衍生值,且属性值会根据所有其他可能提供的输入来决定。
If there are animations attached, then all possible animation derived values including the start and stop values are ignored, and the property value is determined based on all other possible inputs.
如果没有附加动画,则会忽略包括启动和停止值在内所有可能存在的动画衍生值,且属性值会根据所有其他可能提供的输入来决定。
If there are animations attached, then all possible animation derived values including the start and stop values are ignored, and the property value is determined based on all other possible inputs.
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