zeng286498789 最近使用4.0版本的新旋转方式之后出现一个问题: 举例:待机是0°,当手臂旋转超过360°之后,比如旋转了420°(在现实世界里其实是肩膀和上臂有透视的3D的旋转,在2D中看起来就是在平面里超过了360°)再回到待机0°时并不会从420°回到360°(这里的360°其实就是待机的0°,实际上骨骼只往回旋转了60°,这是以前版本的旋转运作方式),而是从420°倒回去旋转420°变成0°(这看起来很诡异,就像抡了一圈胳膊之后回到待机又反向抡了一圈。) 有没有什么办法或者选项可以在4.0里回到以前的旋转方式呢?谢谢(类似3DMAX里两种骨骼旋转的计算类型)
Misaki 正如你所说,自4.0以来,旋转方法发生了变化,所以你一开始可能会感到不舒服。然而,增加图形视图和旋转的变化是相关的,恐怕没有选项可以恢复到3.8或更早的旋转方法。 As you said, the rotation method has changed since 4.0, so you may feel uncomfortable at first. However, the addition of the Graph view and the change in rotation are related, and I'm afraid there is no option to revert to the rotation method of 3.8 or earlier. 你可能会发现下面的视频和截图有助于指导你如何用4.0或更高版本做360度旋转动画。: You may find the following threads with videos and screenshots helpful as a guide of how to do a 360 degree rotation animation with 4.0 or later versions: 4.1 정식 릴리즈 전에 요청이 있습니다 Rotate not working + Unable to type Round Numbers 如果有任何不清楚的地方,请不要犹豫地提出问题。 If you have any questions, please do not hesitate to ask.
Misaki 是的,如果你的动画是一个循环动画,并且骨骼在动画中间从360度旋转回0度,你需要使用阶梯式曲线。 Yes, if your animation is a loop animation and the bone rotates from 360 degrees back to 0 degrees in the middle of the animation, you need to use a stepped curve. 但是,如果你的动画不是循环动画,或者返回0度的过程不在动画的中间,就不需要阶梯式曲线。例如,如果你想把一根骨头从0度旋转到420度,然后再回到初始角度,你可以通过在0、420和360的旋转值与本地或父轴添加键来实现,如下图视频所示。 However, if your animation is not a loop animation or if the return to 0 degrees is not in the middle of the animation, no stepped curves are required. For example, if you want to rotate a bone from 0 to 420 degrees and then back to the initial angle, you can achieve it by adding keys at 0, 420, and 360 rotation values with the local or parent axis, as shown video below: