Just two keyframes are recorded for all of the bones.
就在两个关键帧的记录所有的骨头。
Keyframes reset the probability values to the defaults.
关键帧会将概率值重置为默认值。
For example, three keyframes without predefined offsets receive offsets 0, 0.5, and 1.
例如,三个未定义过偏移量的关键帧会分别获得偏移量:0、0.5和1。
I'm not sure the explicit keyframes and the linear timing function are the right approach.
我不确定明确的关键帧和线性计时功能是正确的方法。
These keyframes are then adjusted in the timeline so that the sides of the box fold up sequentially.
这些关键帧,然后在时间线调整,以便在箱子边折叠起来顺序。
Such as if you hit the U key, it displays all keyframes, but if there are no keyframes, it shows nothing.
比如,如果你按U键,会展开关键帧,但是如果你没有关键帧,就不起什么作用。
I found that controls at some levels needed only a few keyframes where some at other levels needed keyframes on practically every frame.
我发现一些层级的控制器仅仅需要几帧而另一些层级的控制器事实上每一帧都需要关键帧。
Working in the timeline, additional keyframes are added and f curves adjusted in order to create a more interesting and dynamic animation.
在时间线工作,添加额外的关键帧和f曲线的调整,以便创造一个更有趣和充满活力的动画。
Finding the similar keyframes to any keyframes of an example video clip when retrieving, and all the similar keyframes were merged into clips.
检索时,对范例视频片段的每个关键帧检索到相似的关键帧,所有的相似关键帧按照时间连续性融合为视频片段。
I'll cover animating with basic keyframes and teach you some simple expressions you can use to achieve complex animations without actually setting any keyframes!
我将介绍基本关键帧的动画,并教你一些简单的表达式,您可以使用它来实现复杂的动画,而不实际设置任何关键帧!
Animation keyframes go beyond a simple transition to a more intricate animation that goes through one or more intermediate styles when transitioning between two sets of styles.
通过定义动画的关键帧,可以把两组样式之间的简单转场,升级成一种更复杂的动画,它会在转场期间经历一个或多个中间样式。
Keyframes are automatically added at the current time if you transform a node in the canvas area, given that the transformed property already has one or more keyframes in the timeline.
如果你在画布区域对节点进行变形的操作,那么在当前时间点会自动创建一个关键帧。
Keyframes are automatically added at the current time if you transform a node in the canvas area, given that the transformed property already has one or more keyframes in the timeline.
如果你在画布区域对节点进行变形的操作,那么在当前时间点会自动创建一个关键帧。
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