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{"font_size":0.4,"font_color":"#FFFFFF","background_alpha":0.5,"background_color":"#9C27B0","Stroke":"none","body":[{"from":0,"to":6.05,"location":2,"content":"本字幕由小熊字幕组施工"},{"from":6.05,"to":11.05,"location":2,"content":"高速战斗的刚体破绽诀别"},{"from":159.375,"to":163.075,"location":2,"content":"准备MMD(MMM不能用)"},{"from":163.075,"to":165.475,"location":2,"content":"推荐使用PMXEditor"},{"from":165.475,"to":167.525,"location":2,"content":"使用模型为にがもん式霊夢"},{"from":167.525,"to":172.025,"location":2,"content":"本教程主力工具,针金P的MikuMIkuMob"},{"from":172.025,"to":176.1,"location":2,"content":"这次教程的UP主是Yomi大大"},{"from":176.1,"to":181.1,"location":2,"content":"这次解说配音是小灵梦"},{"from":181.1,"to":184.85,"location":2,"content":"使用PE载入模型"},{"from":184.85,"to":189.25,"location":2,"content":"如果模型没有全ての親,追加"},{"from":189.25,"to":192.775,"location":2,"content":"ctrl+I 追加骨骼,命名为“操作中心”,打开“移动”"},{"from":192.775,"to":197.775,"location":2,"content":"另存为“Mob用”模型,准备下一步"},{"from":197.775,"to":202.775,"location":2,"content":"打开MikuMikuMob,拖入Mob用”模型"},{"from":202.775,"to":207.775,"location":2,"content":"范围设定 L1、L2、H2设为0.01"},{"from":208.275,"to":213.275,"location":2,"content":"配置设定,勾选随机,对象数=1"},{"from":213.275,"to":218.275,"location":2,"content":"导出设定,把“追加刚体”前的勾,去掉"},{"from":218.275,"to":223.275,"location":2,"content":"导出模型,命名为“高速刚体用”,进行下一步"},{"from":223.275,"to":228.275,"location":2,"content":"MikuMikuMob操作结束,打开PE"},{"from":232.15,"to":237.15,"location":2,"content":"模型名变更"},{"from":241.425,"to":244.3,"location":2,"content":"接着追加刚体和joint"},{"from":244.3,"to":249.3,"location":2,"content":"再打开一个PE,载入改造前的模型"},{"from":249.3,"to":254.3,"location":2,"content":"全选改造前模型的刚体,复制到剪贴板"},{"from":254.3,"to":257.575,"location":2,"content":"粘贴到改造中模型"},{"from":257.575,"to":262.575,"location":2,"content":"接着复制joint"},{"from":262.575,"to":267.575,"location":2,"content":"接着是重点环节,瞪大眼睛看喽"},{"from":267.575,"to":270.325,"location":2,"content":"骨骼改造"},{"from":270.325,"to":275.325,"location":2,"content":"删除——0:全ての親"},{"from":284.575,"to":290.05,"location":2,"content":"删除——201:0001全ての親和202:0001操作中心"},{"from":291.675,"to":297.975,"location":2,"content":"选中——201:0001全ての親 (这里不解释,203-202=201),变形阶层设为0,关掉“付与”的旋转+和移动+"},{"from":298.35,"to":307.775,"location":2,"content":"将201:0001全ての親 ,重命名为“全ての親”,将亲骨骼设为“-1” (此步关键,原视频中有提示,作者忘记改了)"},{"from":308.275,"to":317.65,"location":2,"content":"选中——1:全ての親,重命名为“0:全ての親(物理)”"},{"from":324.79999999999995,"to":352.65,"location":2,"content":"追加エッジ骨(edge骨),为了防止全ての親多段化引起的边缘变粗的问题(参考:im2830775) "},{"from":353.075,"to":358.825,"location":2,"content":"选中——1:全ての親,CRTL+I,追加“edge調整用”,打开“移动”"},{"from":358.825,"to":364.525,"location":2,"content":"选中——205:0001上半身2,追加“edge用dummy”(隐藏该骨骼),变形阶层设为3,亲骨骼设为204——0001上半身"},{"from":364.525,"to":367.275,"location":2,"content":"返回,选中1:edge調整用,亲骨骼设为205——edge用dummy,将变形阶层设为4"},{"from":367.275,"to":375.725,"location":2,"content":"将edge調整用的坐标设为与4:上半身坐标相同"},{"from":375.725,"to":378.925,"location":2,"content":"到此骨骼操作结束,设定表示枠"},{"from":378.925,"to":383.925,"location":2,"content":"打开“表示枠”,如图追加"},{"from":384.05,"to":389.45,"location":2,"content":"全親(見)——202:全ての親\n\n 全親(物理)——2:全ての親(物理)\n\n edge調整——1: edge調整用 【表示枠与骨骼对应关系】"},{"from":389.45,"to":394.45,"location":2,"content":"打开MMD,载入模型"},{"from":559.375,"to":564.375,"location":2,"content":"文字篇教程见\nhttp://www.lofter.com/lpost/1f272d47_11eed779"},{"from":564.375,"to":569.375,"location":2,"content":"插件篇教程见\nhttp://www.lofter.com/lpost/1f272d47_11eed904"},{"from":569.375,"to":574.375,"location":2,"content":"目前的插件不够方便,日后我会制作便利的插件"},{"from":574.375,"to":579.375,"location":2,"content":"借物表"},{"from":579.375,"to":584.375,"location":2,"content":"MME的借物 作者和特效名 都可以写"}]}