改进基于物理的角色动画-Cascadeur 团队-双语
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发布于 2022-8-19 11:54:07

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Introduction
My name is Alexander Grishanin and I am Cascadeur’s producer and CTO. I joined the software publisher Nekki as a game developer in 2014. My first project at Nekki was a casual mobile game called Banzai Surfer. By chance, I started to talk about physics with one of the company's co-founders Evgeniy Dyabin, we shared different ideas, and he then introduced me to his project Cascadeur. He had developed a row of unique physics tools to animate Nekki’s fighting game series Shadow Fight.
介绍
我的名字是Alexander Grishanin,我是Cascadeur的制片人兼首席技术官。我于2014年加入软件发行商Nekki,担任游戏开发人员。我在Nekki的第一个项目是一款名为Banzai Surfer的休闲手机游戏。一次偶然的机会,我开始与该公司的联合创始人之一Evgeniy Dyabin谈论物理学,我们分享了不同的想法,然后他向我介绍了他的项目Cascadeur。他开发了一系列独特的物理工具来制作Nekki的格斗游戏系列Shadow Fight。

I especially liked the serious scientific approach behind Cascadeur as I come from an applied mathematics background myself, closely connected to different simulations. So it was a really interesting chance for me to enter the Cascadeur team and apply what I had learned at the University.
我特别喜欢Cascadeur背后的严肃科学方法,因为我自己来自应用数学背景,与不同的模拟密切相关。因此,对我来说,这是一个非常有趣的机会,可以进入Cascadeur团队并应用我在大学学到的知识。
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So, I participated in developing Cascadeur, and after some time, we decided to start making a new version from scratch. That's when we eventually realized that Cascadeur was a tool that we wanted to publish and make available to all animators in the world – instead of continuing to use it only internally at Nekki.

That's my story, but I can add a bit more about Evgeniy‘s background as well: animation had always been his hobby, and after he tried out different 3D programs – I think it was around the year 2007 – he understood that most of today’s 3D character animation software doesn‘t make proper use of the laws of physics. So Evgeniy started to develop his own software solution that takes into account important physical variables like the center of mass, a moment of inertia, angular momentum, and so on.
因此,我参与了Cascadeur的开发,一段时间后,我们决定从头开始制作新版本。 就在那时,我们最终意识到Cascadeur是我们想要发布并向世界上所有动画师提供的工具 - 而不是继续在Nekki内部使用它。

这就是我的故事,但我也可以补充一点关于Evgeniy的背景:动画一直是他的爱好,在他尝试了不同的3D程序之后 - 我想是在2007年左右 - 他明白今天的大多数3D角色动画软件都没有正确利用物理定律。因此,Evgeniy开始开发自己的软件解决方案,该解决方案考虑了重要的物理变量,如质心,惯性矩,角动量等。



Cascadeur
About a year ago, we released Cascadeur’s Early Access Version 1 (2021.1EA). It was the first version where professional users had the chance to actually purchase a Cascadeur Pro license and use it in commercial projects. Before that, Cascadeur Beta was free for all kinds of users and anyone could download and try the software for free. But with the start of the Early Access stage, we needed an online store, payment processing, invoicing, accounting, sales support, and other services like that.

So that move was definitely a big game-changer for us. We still have Cascadeur Basic – a free version for the personal use of hobby animators, students, and indie developers – but at that time, we had to create some limits for the free version. We decided to make only very slight limitations to the range of functions in the free version. For example, we added a new tool exclusively for Cascadeur Pro that has never been present in the free version at all – so nobody would miss it. I mean the Scene Linking tool that allows you to see other scenes inside your currently active scene. It's useful for situations where you are working with several characters in really large scenes. The fact that such a feature is only available in the paid version does not limit an indie developer or student very much.
Cascadeur
大约一年前,我们发布了Cascadeur的抢先体验版本1(2021.1EA)。这是第一个专业用户有机会实际购买Cascadeur Pro许可证并将其用于商业项目的版本。在此之前,Cascadeur Beta对各种用户都是免费的,任何人都可以免费下载和试用该软件。但随着抢先体验阶段的开始,我们需要一个在线商店、支付处理、发票、会计、销售支持和其他类似的服务。

因此,这一举动对我们来说绝对是一个巨大的游戏规则改变者。我们仍然有Cascadeur Basic - 一个免费版本,供业余动画师,学生和独立开发人员个人使用 - 但当时,我们必须为免费版本创建一些限制。我们决定对免费版本中的功能范围进行非常轻微的限制。例如,我们专门为Cascadeur Pro添加了一个新工具,该工具从未在免费版本中出现过 - 所以没有人会错过它。我的意思是场景链接工具,它允许您查看当前活动场景中的其他场景。它适用于在非常大的场景中处理多个角色的情况。事实上,这样的功能仅在付费版本中可用,这并没有对独立开发人员或学生造成太大限制。



But we also improved IK during the last year. And with the Early Access version, we introduced what we call the Auto Physics tool. This is the main tool we plan to focus on in further development. Auto Physics is Cascadeur‘s main physics tool as it takes your animation and automatically calculates the physically correct animation that comes closest to your original animation.

Since the successful 2021.1EA release, we have issued three more versions in total: 2021.2EA in Summer 2021 and 2021.3EA in Autumn 2021. And just a few days ago, we released the new 2022.1EA version, which introduces a row of tools specifically for professional animators, such as a Node Editor and Python Scripting.

All features and the improvements of the past year fall into two different categories: one is standard animation features that you know from working with other animation software available on the market. For example, in this category, we added a tween machine and a graph editor in 2021.3EA. In that version, we also added some stuff in the rig tool, we added Spline IK and the rigging mode.
但去年我们也改进了IK。在抢先体验版中,我们引入了所谓的“自动物理”工具。这是我们计划在进一步开发中关注的主要工具。自动物理是 Cascadeur 的主要物理工具,因为它会获取动画并自动计算最接近原始动画的物理正确动画。

自成功发布2021.1EA以来,我们总共发布了三个版本:2021年夏季的2021.2EA和2021年秋季的2021.3EA。就在几天前,我们发布了新的2022.1EA版本,其中引入了一系列专门针对专业动画师的工具,例如Node Editor和Python脚本。

过去一年的所有功能和改进都分为两类:一类是标准动画功能,您通过与市场上的其他动画软件一起使用而知道。例如,在此类别中,我们在 2021.3EA 中添加了补间计算机和图形编辑器。在该版本中,我们还在装备工具中添加了一些东西,我们添加了样条IK和装配模式。



2021.3EA really changed a lot in the way rigging works in Cascadeur. Now you can always go back into the rigging mode and change something in the rig and then switch back to animating, and your information will be kept as it was. Before that, you had to do a lot of clicking to update your rig. We also added animation cycles, which is a standard feature today. It's much, much easier now to make a walk in cycles or stance animations, where the character is just standing still, breathing. Those animations were much harder to do when there were no cycles.

But of course, you can use cycles for various other tasks. You don't have to cycle the whole character. You can cycle its arms movement or any other part of the character.
2021.3EA确实改变了Cascadeur中索具的工作方式。现在,您可以随时返回索具模式并更改装备中的某些内容,然后切换回动画,您的信息将保持原样。在此之前,您必须进行大量单击以更新您的装备。我们还添加了动画循环,这是当今的标准功能。现在,在循环或姿势动画中散步要容易得多,角色只是站着不动,呼吸。当没有周期时,这些动画要困难得多。

但是,当然,您可以将周期用于各种其他任务。您不必循环整个角色。您可以循环其手臂运动或角色的任何其他部分。



In the second category of the features we're developing are Cascadeur‘s unique physics tools – Auto Physics and Auto Posing. The latter is a tool that helps a lot to create realistic poses very fast. This Auto Posing feature made huge progress throughout the last year. First, you can now use it for any human character. In earlier versions, it was limited to work only with our standard model. It has enormously improved, especially in the latest build.

Now, you can actually not only create raw drafts but also the whole animation using it.
We are still developing the Auto Posing as it's still not easy to use in the late stages of the animation process. But we're moving in that direction.

As for Auto Physics, we improved the stability and added a new secondary motion feature that helps you create additional movements. And that was a large milestone for us, too.
我们正在开发的第二类功能是Cascadeur独特的物理工具 - 自动物理和自动姿势。后者是一种工具,可以帮助非常快速地创建逼真的姿势。这种自动摆姿势功能在过去一年中取得了巨大的进步。首先,您现在可以将其用于任何人类角色。在早期版本中,它仅限于与我们的标准模型一起使用。它已经有了很大的改进,特别是在最新版本中。

现在,您实际上不仅可以创建原始草稿,还可以使用它创建整个动画。
我们仍在开发自动姿势,因为它在动画过程的后期阶段仍然不容易使用。但我们正在朝着这个方向前进。

至于自动物理场,我们改进了稳定性,并添加了新的辅助运动功能,可帮助您创建其他运动。这对我们来说也是一个重要的里程碑。



The Latest Version
We have been working on the current version since we launched 2021.3EA last November. First and foremost, we invested these 6 months of development into advanced features like the Node Editor and Python Scripting. To be honest, we had developed them long before but we were only using both tools internally for Nekki’s own games, so we had to polish and refactor them. For instance, for Python, we had to change our API and bring it to the common standard for Python scripting. Those two new features were mainly polished, not developed, but we also created a lot of different features for the new version, as you can see in our release notes.
最新版本
自去年11月推出2021.3EA以来,我们一直在研究当前版本。首先,我们将这6个月的开发投入到节点编辑器和Python脚本等高级功能中。老实说,我们很久以前就已经开发了它们,但我们只在Nekki自己的游戏中内部使用了这两个工具,所以我们不得不对它们进行润色和重构。例如,对于Python,我们必须改变我们的API,并将其引入Python脚本的通用标准。这两个新功能主要是经过打磨的,而不是开发的,但是我们也为新版本创建了很多不同的功能,如您在发行说明中所示。

One more thing I want to say is that not everything we have been working on during the last 6 months is already part of the Early Access version. There are some things left, especially a feature that will allow the user to drastically change the user interface and layout of the software. It is still in the works and it will not be released that soon. It's actually not even released internally, but we are working on it. The same applies to Parent Switching: we are also working on it, but it won't be part of the next version. It first requires a different code infrastructure that we still have to develop for the core of the software.
我想说的另一件事是,并不是我们在过去6个月中一直在研究的所有内容都已经是抢先体验版本的一部分。还剩下一些东西,特别是允许用户彻底改变软件的用户界面和布局的功能。它仍在开发中,不会很快发布。它实际上甚至没有在内部发布,但我们正在努力。这同样适用于父级切换:我们也在研究它,但它不会成为下一个版本的一部分。它首先需要一个不同的代码基础设施,我们仍然必须为软件的核心开发这些基础设施。



Python Scripting & Node Editor
I think we're at this stage when the scripts that people will write won't have to be redone when we release the next version. The Python API is more or less stable now, and it more or less offers the desired functionality. Besides that, the ready-made scripts that we have added inside the build are readable and we offer documentation for the API. They can be used as a reference by the users for their own scripts.
Python Scripting & Node Editor
我认为我们正处于这个阶段,当我们发布下一个版本时,人们将要编写的脚本将不必重做。Python API现在或多或少是稳定的,它或多或少地提供了所需的功能。除此之外,我们在构建中添加的现成脚本是可读的,并且我们为API提供了文档。它们可以被用户用作自己脚本的参考。



As for the Node Editor, its user interface was messy, so we had to completely redevelop it. Our designers had to create a clear and intuitive UI, and then we had to implement it. We had to do this in just 4 months, so that was pretty challenging. These two features were definitely the main challenge in the development of Cascadeur 2022.1EA.

But another challenge concerning these features is that both are actually not targeted for a majority of our users. They are aimed more at high professionals with in-depth technical experience who are not afraid of developing code and who are ready to dig into such topics.And of course, for that, you need some kind of documentation and tutorials.
至于Node Editor,它的用户界面很混乱,所以我们不得不完全重新开发它。我们的设计师必须创建一个清晰直观的UI,然后我们必须实现它。我们必须在短短4个月内完成这项工作,所以这非常具有挑战性。这两个功能绝对是Cascadeur 2022.1EA开发的主要挑战。

但是关于这些功能的另一个挑战是,两者实际上都不是我们大多数用户的目标。他们更针对具有深入技术经验的高级专业人士,他们不怕开发代码,并准备深入研究这些主题。当然,为此,您需要某种文档和教程。

Now, after the accomplished release, we will catch up with these tutorials. Right now, we're creating and constantly expanding the documentation for the Python API. It can help users get an idea of how a proper Python API script is structured and actually understand how the programming works. To develop in our Python API, you need a much deeper understanding than if you're just a regular animator for whom we try to keep everything very intuitive and simple with our AI-powered tools. Without that deeper understanding, it would be really hard for users to actually use Python scripting and use the Node Editor to create something that they will really benefit from.
现在,在完成发布后,我们将赶上这些教程。现在,我们正在创建并不断扩展Python API的文档。它可以帮助用户了解正确的Python API脚本是如何构建的,并真正了解编程的工作原理。要在我们的Python API中进行开发,您需要更深入的了解,而不仅仅是一个普通的动画师,我们试图用我们的AI工具保持一切非常直观和简单。如果没有这种更深入的理解,用户将很难真正使用Python脚本并使用Node Editor来创建他们真正受益的东西。

Therefore, the further development of these tools and their documentation continues to be a major challenge for us. It‘s too soon to already estimate how much we succeeded with this task. But we look at it as a necessary first step on a longer road. We really hope to get constructive feedback from our users so we can see what we have to improve in terms of documentation and tutorials.

The bottom line is that the Python API is of utmost importance to us, our whole rig generation is based on it. Many Cascadeur tools and commands are based on the API or are made through this API in Python scripts. But we still have to see how many of our users will actually end up using these tools. We're happy to be surprised.
因此,这些工具及其文档的进一步发展仍然是我们面临的一项重大挑战。现在估计我们在这项任务上取得了多大的成功还为时过早。但我们把它看作是漫长道路上必要的第一步。我们真的希望从用户那里得到建设性的反馈,这样我们就能看到我们在文档和教程方面需要改进的地方。

最重要的是,Python API对我们来说至关重要,我们的整个装备一代都是基于它。许多 Cascadeur 工具和命令都基于 API,或者在 Python 脚本中通过此 API 制作。但是我们仍然必须看看有多少用户最终会使用这些工具。我们很高兴感到惊讶。



Input Settings
By Input Settings, we mean the ability to customize the keyboard and mouse controls inside the viewport. We have a lot of users that come to Cascadeur from Blender. And Blender’s standard input settings differ a lot from what we have by default. It's like what you do with the left mouse button in Cascadeur you do with the right mouse in Blender, and vice versa. A lot of users were asking for an option to customize it.

Before the current update, you could already customize all hotkeys and shortcuts. But there wasn‘t an option to customize the input inside of the viewport. With this new feature, we let the users customize this as well and we even provide a preset for people that come from Blender so they can just switch on the Blender preset with one mouse click.
输入设置
通过输入设置,我们指的是在视口内自定义键盘和鼠标控件的能力。我们有很多用户从Blender来到Cascadeur。Blender的标准输入设置与我们默认的设置有很大不同。这就像你在Cascadeur中使用鼠标左键所做的,就像在Blender中使用鼠标右键一样,反之亦然。许多用户都要求自定义它的选项。

在当前更新之前,您已经可以自定义所有热键和快捷方式。但是没有自定义视区内输入的选项。有了这个新功能,我们也让用户自定义它,我们甚至为来自Blender的人提供了一个预设,这样他们只需单击一下鼠标就可以打开Blender预设。



Stability & User Experience
We‘ve put a lot of work inside the build besides the three new features we've discussed above. Probably the most successful result we've achieved was to stabilize and improve the Auto Posing tool to an extent that we actually perceive as close to the final result as possible, close to what we wanted it to be from the start.

In its present state Auto Posing is a feature that lets you animate humanoid characters in an incredibly easy way. With it, Cascadeur now offers a smart character rig that uses neural networks and a lot of other algorithms and heuristics in real-time. We added a new direction controller to Auto Posing and moved it to a new codebase. Now, it works up to five times faster and delivers much better results than before. That is probably the most significant improvement that users can see.
稳定性和用户体验
除了上面讨论的三个新功能之外,我们还在构建中投入了大量工作。也许我们取得的最成功的结果是稳定和改进自动摆姿势工具,使其达到我们实际上认为尽可能接近最终结果的程度,接近我们从一开始就希望它达到的水平。

在目前的状态下,自动姿势是一项功能,可让您以极其简单的方式对人形角色进行动画处理。有了它,Cascadeur现在提供了一个智能字符装备,它使用神经网络和许多其他算法和启发式实时方法。我们在Auto Posing中添加了一个新的方向控制器,并将其移动到新的代码库中。现在,它的工作速度提高了五倍,并且比以前提供了更好的结果。这可能是用户可以看到的最显着的改进。

Further improvements have been made to the Auto Physics tool, which includes a new option to smoothen angular momentum. Basically, that means you can smoothen the rotation of the character and the trajectory of the character’s center of mass.

In older versions of Cascadeur, we had a system where the character was moved and rotated as a whole object, our physical tool didn't try to control and alter the limbs of the character. It didn't try to change the poses but tried to move it as a whole, excluding only the fulcrum points that are in contact with the ground.
对“自动物理场”工具进行了进一步的改进,其中包括一个平滑角动量的新选项。基本上,这意味着你可以平滑角色的旋转和角色质心的轨迹。

在旧版本的Cascadeur中,我们有一个系统,其中角色作为一个整体移动和旋转,我们的物理工具不会试图控制和改变角色的四肢。它没有试图改变姿势,而是试图将其作为一个整体移动,仅排除与地面接触的支点。

Our improved Auto Physics tool changes the relative position and rotation of body parts. This can be perceived by the user as if the character uses the limbs to achieve a more realistic animation. For us, this is the first step to eventually implementing this mechanism inside the main physics tool, too.

We also redesigned our secondary motion physics tool. It is more stable and works much better. Moreover, there is a row of smaller improvements, like a more comfortable way to stretch intervals of the animation. We also polished the UX of the tool that allows editing animation cycles.
我们改进的自动物理场工具可更改车身部位的相对位置和旋转。用户可以感知到这一点,就好像角色使用四肢来实现更逼真的动画一样。对于我们来说,这也是最终在主物理工具中实现此机制的第一步。

我们还重新设计了二次运动物理工具。它更稳定,工作得更好。此外,还有一排较小的改进,例如更舒适地拉伸动画间隔的方式。我们还完善了允许编辑动画循环的工具的UX。



Finding the Right Audience
Due to the positive reception of Cascadeur in magazines and social media from the very beginning, it has not become necessary to buy any traffic yet. Since we still just offer an Early Access version and the release of the commercial full version is still a few months away, this would probably not have made much sense anyway. This strategy allowed us to fully concentrate on the completion of the software and the development of the surrounding infrastructure – our website, license management, forum software, etc. – instead of putting already scarce human and financial resources into offensive marketing.  What we mainly did on the business side was expand our social media channels, YouTube channel, blog, PR contacts, and so on.
寻找合适的受众
由于Cascadeur从一开始就在杂志和社交媒体上受到积极欢迎,因此没有必要购买任何流量。由于我们仍然只提供抢先体验版本,而商业完整版的发布还需要几个月的时间,因此这可能没有多大意义。这一策略使我们能够完全专注于软件的完成和周围基础设施的开发 - 我们的网站,许可证管理,论坛软件等 - 而不是将已经稀缺的人力和财力投入到进攻性营销中。 我们主要在业务方面做的是扩大我们的社交媒体渠道,YouTube频道,博客,公关联系人等。

By that, we have attracted 100,000 registered users already and we have hundreds of daily active users that are using Cascadeur every day for a long time already. They are achieving great results with it, and many of them support us by sharing their animations on their own social media accounts. There are some top game developers who are already using Cascadeur for their new projects – months before the full version will be released. And also in the indie games sector, Cascadeur is already used by numerous developers. Some of them were happy to contribute their experiences in the form of WIP articles for our blog.
通过这种方式,我们已经吸引了100,000名注册用户,并且我们已经有数百名日常活跃用户每天使用Cascadeur很长一段时间了。他们正在取得巨大的成果,他们中的许多人通过在自己的社交媒体帐户上分享他们的动画来支持我们。有一些顶级游戏开发商已经在使用Cascadeur进行他们的新项目 - 在完整版发布前几个月。同样在独立游戏领域,Cascadeur已经被众多开发商使用。他们中的一些人很乐意以WIP文章的形式为我们的博客贡献他们的经验。

We are also proud of our first academic collaborations: since February of this year, the renowned Salford University of Manchester in England has been offering the first course in physics-based animation with Cascadeur on its campus.
我们也为我们的首次学术合作感到自豪:自今年2月以来,英国著名的曼彻斯特索尔福德大学(Salford University of Manchester)一直在校园内与Cascadeur一起提供第一门基于物理的动画课程。

First Cascadeur Class at Salford University:
索尔福德大学第一堂卡斯卡德班:



In our opinion, our most important features, the Auto Posing and the Auto Physics tools, are far from being completely finished yet. The Auto Physics tool will undergo many decisive improvements in the near future. This will make Cascadeur even more attractive, both in the professional sector and for indie studios. After that, we think the demand for tools like Cascadeur can be much higher and the experience will be much better for all users.

When we're talking about the demand for (physics-based) character animation in general, then we see that it is constantly high. Of course, motion capture technology is improving a lot and rapidly, and there are a lot of solutions, like Xsens and others. But if we're talking about creating animation by hand from scratch or adjusting the motion-captured animation that was taken from an actor, then not much has changed for several years. So we really hope to change it with Cascadeur.
在我们看来,我们最重要的功能,自动摆姿势和自动物理工具,远未完成。自动物理场工具将在不久的将来进行许多决定性的改进。这将使Cascadeur在专业领域和独立工作室中更具吸引力。在那之后,我们认为对Cascadeur等工具的需求可能会更高,所有用户的体验都会好得多。

当我们谈论对(基于物理的)角色动画的需求时,我们看到它一直很高。当然,动作捕捉技术正在迅速发展,并且有很多解决方案,例如Xsens等。但是,如果我们谈论从头开始手动创建动画或调整从演员那里拍摄的动作捕获动画,那么几年来没有太大变化。因此,我们真的希望通过Cascadeur来改变它。



The Roadmap
We plan to roll out Cascadeur‘s full version this year and by that time we want to finish the layout customization feature. Many professional animators are used to working on several monitors simultaneously and with this new feature, they will be able to use their additional monitors with Cascadeur. They will be able to arrange the layout according to their needs, for example, move the outliner to the left side or the right side, combine any tabs in a way they want, etc.
路线图
我们计划在今年推出Cascadeur的完整版本,到那时我们希望完成布局自定义功能。许多专业动画师习惯于同时在多台显示器上工作,并且借助此新功能,他们将能够将其他显示器与Cascadeur一起使用。他们将能够根据需要安排布局,例如,将大纲移动到左侧或右侧,以他们想要的方式组合任何选项卡等。

Besides that, our UX designer is almost finished with a new interface design, and we want to implement and ship it also this year.  

But still, the largest feature we want to finish until the release is the mentioned huge improvement of the Auto Physics tool. I don't want to go too deep into the technical details, but it will be much more powerful, deliver better results and be more stable. The tool‘s ability to adapt to the user’s particular animation will be much higher.
除此之外,我们的UX设计师几乎完成了新的界面设计,我们希望今年也能实现并发布它。

但是,在发布之前,我们想要完成的最大功能是上面提到的自动物理工具的巨大改进。我不想深入技术细节,但它会更强大,提供更好的结果,更稳定。该工具适应用户特定动画的能力将大大提高。

And speaking about Auto Posing, it is almost finished in the latest Early Access version already, but some of our animation tools are still not fully compatible with it. So we're playing to fix that and make it compatible with all the tools. Eventually, the animator shall be able to animate just using Auto Posing.

And after that, we're looking at a lot of other important stuff, MacOS support being one of them and also support for Live Links. Another feature we definitely want to add to Cascadeur is facial animation. To achieve that, we have to add a rig to control facial animation and to support blend shapes, as well. Of course, I'm not sure which of these many features can be rolled out this year already, but they are an integral part of our roadmap!
说到自动摆姿势,它几乎已经在最新的抢先体验版本中完成了,但是我们的一些动画工具仍然不完全兼容它。因此,我们正在解决这个问题,并使其与所有工具兼容。最终,动画师应该能够仅使用自动姿势进行动画处理。

在那之后,我们正在研究许多其他重要的东西,MacOS支持就是其中之一,也支持Live Links。我们绝对想添加到Cascadeur的另一个功能是面部动画。为了实现这一点,我们必须添加一个装备来控制面部动画并支持混合形状。当然,我不确定今年可以推出这些功能中的哪一个,但它们是我们路线图中不可或缺的一部分!

态度决定一切,实力捍卫尊严!
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