2024-12-10 17:55:01|Myriagame |source:minecraft skins
This tutorial is set by the author to use the CC By-NC-SA protocol.
Physical simulation animation can be used for reference and use, instructions:
This physical simulation animation is written by@本 本 本, and is perfected by@星 本.
Physical simulation animation description:
Parallel2 is parameter adjustment. At present, 11 parameters have been built
Among them, F is the response, the larger the value, the faster the response. C is damping.Impact, so it is recommended to adjust this last).
Parallel3 is an actual application. Here, the frame rate will affect the use effect. It is recommended that the animation frame rate is 100.
How to apply these physical simulation:
In the first frame of the effect-command, 11 physical simulation parameters have been built-in, which can be directly called. At the same time, these 11 parameters are also marked
If you want to modify the parameter, please modify it according to the format
How to add custom physical simulation parameters:
First of all, you need to copy one frame to the new position in Parallel2, and then change your own name, such as
I copied a frame of V.L11 to the new space, and then changed to all V.L11 prefixes one by one to V.L12
After saving, it is still the command frames that are made in the effect of modifying the effect of Parallel3, but this time it cannot be copied directly to the frame. You need to copy Molang in the frame to the next line.
For example: I copy v.L11_P1, etc. from the written molang one by one, and then change it to v.L12_P1, etc.
Then pull down, I have made a new 11, and I changed it to 12
At the same time, I changed the parameters that need to be associated, for example, I changed to the player level speed
Then in the second frame, I still copy one by one and rename it
This is the method to add custom physical simulation parameters
How to call these physical simulation parameters:
First, two key frames need to be applied in the group that needs to be applied in Parallel3
For example, it is applied to the Longhair group, and I want to let my hair float when it moves forward vertically and horizontally.
It is known that the L1 and L2 correspond to the vertical speed and horizontal speed respectively, and the X -axis in the rotation is directly written as the following molang.
Corresponding to P0 of L1 and L2
Then in the second frame, you need to add the corresponding L1L2 P1
Then if I want to turn my hair, the hair flutter in the opposite direction and then return, this requires the physical simulation of the angle speed
So in the Z -axis Rufa, plus L3
Of course, the physical simulation is only called. As for the effect of achieving the desired, you need to slowly debug the value of the value in the game.
At present, the default model of the YSM 1.2.0 version Default has built -in physical simulation animation for reference.
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