Again we are looking for a way to describe the size of a humanoid that does not rely on a specific point like head bone position since it is not consistent from rig to rig.
我们再次探寻方法来描述人形的大小。但其并不依赖特定点,譬如头骨位置,因为在骨骼上它不是连续的。
I decided to go for Rigify because it makes it easier to animate the character but the downside is that the rig becomes very complex which takes some time to wrap your head around.
因为Rigify会使为角色制作动画更加的容易,所以我当时还是决定去用了Rigify,但不利的是绑定变得变得非常复杂了,以至于需要花费时间把大把的注意力集中在这部分。
I decided to go for Rigify because it makes it easier to animate the character but the downside is that the rig becomes very complex which takes some time to wrap your head around.
因为Rigify会使为角色制作动画更加的容易,所以我当时还是决定去用了Rigify,但不利的是绑定变得变得非常复杂了,以至于需要花费时间把大把的注意力集中在这部分。
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