• 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.

    我们再次探寻方法描述人形大小。但其并不依赖特定譬如头骨位置因为在骨骼上不是连续

    youdao

  • 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使角色制作动画更加容易,所以当时还是决定用了Rigify不利绑定变得变得非常复杂了,以至于需要花费时间大把的注意力集中在部分

    youdao

  • 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使角色制作动画更加容易,所以当时还是决定用了Rigify不利绑定变得变得非常复杂了,以至于需要花费时间大把的注意力集中在部分

    youdao

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