代码搜索:Animation

找到约 4,070 项符合「Animation」的源代码

代码结果 4,070
www.eeworm.com/read/425998/10295130

cfg paladin.cfg

# # cal3d model configuration file # # model: paladin # scale=0.5 skeleton=paladin.csf animation=paladin_walk.caf mesh=paladin_body.cmf mesh=paladin_cape.cmf mesh=paladin_loincloth.cmf material=p
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cfg heroine.cfg

# # cal3d model configuration file # # model: heroine # scale=0.01 skeleton=heroine.csf animation=heroine_idle.caf mesh=heroine_body.cmf mesh=heroine_hair.cmf mesh=heroine_head.cmf material=heroi
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cfg skeleton.cfg

# # cal3d model configuration file # # model: skeleton # scale=1.0 skeleton=skeleton.csf animation=skeleton_walk.caf mesh=skeleton_calf_left.cmf mesh=skeleton_calf_right.cmf mesh=skeleton_chest.cm
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win makefile.win

# Project: Animation Example # Makefile created by Dev-C++ 4.9.9.2 CPP = g++.exe CC = gcc.exe WINDRES = windres.exe RES = Anim_private.res OBJ = Main.o $(RES) LINKOBJ = Main.o $(RES) L
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cfg paladin.cfg

# # cal3d model configuration file # # model: paladin # scale=0.5 skeleton=paladin.csf animation=paladin_walk.caf mesh=paladin_body.cmf mesh=paladin_cape.cmf mesh=paladin_loincloth.cmf material=p
www.eeworm.com/read/38039/1101296

txt animcmdlockbodies.txt

# {0} (13) [10] command.HelpText Create new Body - Body lock 创建新主体 - 主体锁定 # [11] command.Label &Lock Bodies... 锁定主体(&L)... # [12] description.Label Bodylocking in animation 动画中的主体锁定
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txt animcmdzoomin.txt

# {0} (13) [10] command.Label Timescale Zoom I&n 放大时间尺度(&N) # [11] command.HelpText Zoom-in on time scale 放大时间尺度 # [12] description.Label Zoom in animation 放大动画
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txt animcmdconnstats.txt

# {0} (13) [10] command.HelpText Create new Connection status 创建新的连接状态 # [11] command.Label &Connection Status... 连接状态(&C)... # [12] description.Label Connection status in animation 动画中的连接状态
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dem animate.dem

# HBB: Demo animation, tumbling around 'glass.dat' # meant to replace the 'rotating whale' demo. set parametric set hidden3d set nokey set data style line xrot=60 zrot=0 set view xrot,zrot splot "glas
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java pointintime.java

package com.jmex.model.animation; import java.io.IOException; import java.util.BitSet; import com.jme.math.Quaternion; import com.jme.math.Vector3f; import com.jme.util.export.InputCapsule;