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so the folks that epic games have just announced on real engine 5.3 the preview and we've already talked about some of the cool features that are coming over to on real engine when we looked at the roadmap and shared some of the cool features that we like and some of the other impressive ones that are coming and today we're going to take a look at how you can actually read your models directly in unreal engine since this is one of the coolest features that is now available alongside a couple of other features which are going to make subsequent videos about and we that's it as they're right in so first things first once you have an unreal engine launcher you can download on real engine 5.3 the preview and with that we're going to simply create a new project and load in a model, which will download it of the internet now links to this model is going to be in the description for those who like to get this and from here is when we actually get things started so the very first thing which we'll need to do is to google to edit mover to plugins and we need to type in either skeleton or skin now once you type this in you need ton on this particular plugin and restart on real engine now there's a couple of other plugins which you're going to talk about in subscribing videos like the chaos cloth and also a few more that is now available all of these are currently in experimental and they are super cool to play with and also report books now for us to actually start regain fasting force it is to right click then go over to combat a skeletal mesh and we're going to say we like to create a brand new one click on combat and then you'll notice we have the skeletal mesh and the skeleton now these two are different these one deals with you controlling whatever you've rigged for why this is where you actually do the region so i'm just gonna double click on this and you would notice we have a very interesting ui so let's just go ahead and and make sure that we have this ui covering our screen and the first things you need to understand about regan with this is this is extremely similar to what you have in mire we're probably going to do a compare and contrast video later but for this how you get to work with this is extremely similar with mire so just in case you've been working in mire this is exactly the same thing to get started go over to skeleton click on edit skeleton you notice you have the add and it did now within the add section is we start adding joint you do have your root joint already so you can start adding joint all the way up and to add those joints is very simple and just like you have admire this actually looks at the mesh and places the joint in the center so i'm just gonna add one joint there add another joint here and we can add a few more joints so into each joint that you add you can also make positional changes to them now once you're done you can right click and let go select the transform object and transform this joint to where you want it to be now just like in every form of regain rotation is not going to be an option as you like the joint to be in zero rotations across the axis now if you like to build more join what you need to do is to click on the select object to go back and click on the add button select on the joint which you would like to use as the root joint in this case when i want to start with this and if you click out you now create a new joint so if you coming from you find this extremely simple to work with and just like when you traditionally regain your model at setting points once you have extra point points like this you might want to add additional joints to hold the form of your model so in this case what we're going to do because we have a very beefy model we're going to add additional points that will simply act as the rube sections and then we can talk about how you proceed to mirroring your joints and so for us what we're doing is we simply click add a joint right click to stop click and then add another joint so you can do this for all of the parts that you want to add additional joint so in sections like this as well we can right click to make sure that we're not clicking click to make sure that we have the joint selected and we can click to just add one extra joint right there another what don't read in one side of the model what else suggests you do is simply go over to the edit section and you can start nimming your joint this is extremely necessary so if you would like to have more like a concrete joint that you're working with out other that you name this joint so you can select the joint come here and name this and you can do this for every other part of the joint before the purpose of this video what we're going to do is pretty simple because we like to mirror this joint so i'm just gonna click on one of this chains and mirror it now the reason why you're not clicking from here is this is going to mirror from the root all the way to the other side so you need to select a pat that already has root connector and you can click on the word mirror now once you do that you'd notice that you have that mirror you can do the same thing here so i'm just going to select that and i can click on the word mirror and we have that and i can do this for these other ones i can click on mirror select that mirror this one and also mirror these other one the next thing i like to do is to review the model that we have air once or comfortable with this we can now go over to the skin section now if you have bone orientations that are not fixed properly you can definitely use the orient button to add actually get that or you can turn on the auto orient and this would automatically orient your joints for you every other thing that has to do with the visibility of your joint within your viewport exists right here and if you like to repairing your joints you can actually use this botting to do that and once you're done you can now click on skin now within the skin section you don't necessarily need to turn on anything so all we're going to do is just hit on the word accept and then click on bind skin and once you click on bind skin and click on the word a separate time automatically this binds the skin and how do you know if you go over to the weight section and you choose any of this joint around here you can see the weights that these has and each of this point that this shows you tells you the amount of influence that the joint has on each of this part and to edit each of these weights you need to use the brush and this brush does have it on setting which you're going to definitely play with especially if you're looking for setting specific results you can reduce the brush by using the radius buffing and you can proceed to paint the weight that you want so depending on the joint that you like to paint the weight you can painting that weight if you like to remove the weight you can go over to replace and you can turn down the strength and you can use this to replace that so in this case we don't want this drain to have influence around here so we're just simply going to go ahead and turn this all the way off so let's get that going and i can turn this off now in setting situations like this where you notice they have stubborn weight like this what you need to do is find a corresponding joint like in this case we have a joint here we can simply replace that and that would automatically take care of this so once we proceed to replace that if we go back to this joint that is here you notice that that reduces so we can set this down to zero and paint this all the way out so this way you can easily you can easily edit your joint however you want so let's simply go through our joint and make sure i'll have them the way we want and once you're ready you can click on the accept button oh and by the way for you to smooth any of these things you need to just simply crank the strength just about a point and then you can use this to smooth now we did try out to relax the relax doesn't seem to relax a lot because you know what we have here it is supposed to be more like what you get with smooth but that doesn't seem to be working that much but this complete simply works if you choose to walk with a strength you can also play with the colors that you want for view so depending on the color you like to preview your character in you can actually go ahead and play with that now once you're done you can click on the set and you also have a few other things that you might want to explore it so in this case you also have the deform and within this case you can come true and deform your match this gives you some sort of scopting tool set that you can walk with so you can deform the mash if you like and you can also play with the dynamic scops which you can use like dental buffalo, blender oscar tree spree if you're coming from zebra's you also got the smooth tool which you can use to smoothen your entire model when to undo that and you also have like your offset which you can use to upset the model you can see our model becomes more of a blob at this point if you like to wrap your model you can also wrap the model you can displace that and you've just got a ton of tools here that you can walk with within the model section you can addit your entire model like setting some parts to become pulley groups if you like to have that if you like to but form those pulley groups that you've created you can also proceed to do that right here and finally you have your mesh section which allows you to remesh your entire mesh simplify the mesh well set in point and add a few set of jackets by simply removing heating triangles that exist with your mesh now once you're done with any of these or all of them you can now go ahead and save so i'm just gonna click on cancel because we're not doing any of that click on save save your entire model and you can close this now once you close it if you now go over to the skeleton section not the skeleton mesh the skeleton you can double click and you have yourself your model now this is where you get to start testing your model to see if it actually works here we can click on the root and we can move the model and you can see we have the root working we can find where we think the head is i'm just gonna go ahead and find that that seems to be the job so i guess the head should be somewhere around here so we can find that and we're going to simply rotate this head so we can rotate the head let's take a look at that so we can rotate the head and you can see that we have our head rotation working we can proceed to go over to the arm section and we can play with the arm and you notice that we have a nice arm movement right there we can go down the hierarchy of the arm and we can also play with setting sections like that and you can see all of these working how they are supposed to let's take a look at the legs and see what we've got so we'll go down to the legs section and we can also play with the leg movement so we do have that of course you would notice that we're losing some volumes and this is where you actually need to add a few joints just to hold those volumes in place and for the tommy we can can also go ahead and explore that so we can go in and we can explore the tommy we can also explore the movement right here and this is basically how you proceed to read your entire model right here in on real engine 5.3 so if you've been wondering how you can get started with that this is extremely easy to get started with and you can actually start rigging your stuff this makes a lot of sense and i'm willing to try out something that would be super cool like exploring bringing a full model from zebrush into unreal engine and see if you can rig it and something else would be super cool to have here in unreal engine is to see the method which is been used to bind the object so at this point we don't know if it's door katanio, if it's weighted voxel or if it's just a simple binding method has been used all we know is once you go ahead and hit bind skin this automatically is the skin so this is it for those who thinking about playing with on real engine 5.3 and you wondering how you can read your models directly here in on real engine then this is extremely possible and it is interesting to see this feature alongside some of the cool features that are now available in on real engine 5.3 tell me what you guys think about this one in the comment section and of course if you like this video or you like something from this you can go ahead and give a like and don't forget to share with a frame i don't like see you guys in the next one peace。

今天给大家讲个什么呢?咱们还是讲骨骼工具里面的一个小点啊,之前忘了说了,是什么呢?就是在骨骼工具加上之后,我们这些点怎么来更改他的位置啊?比如说这个点我加过了之后,我想往他加的,我觉得太靠里了,我想往边上加一加,是吧? 或者中间这个点我想给他改一个位置啊,不加在这里,那这个怎么办呢?难道我们只能这个后退重加吗?不是啊,我们还有一个方式,这个叫锁具编辑,锁具圈编辑模式啊,那怎么来呢?我们到这里 右键啊,单击这个东西,右键单击一个关节点,然后有个编辑锁具,看到吗?没点编辑锁具哎,他就进到这个这个变形过的原件里面来了,是吧? 然后我们就可以来挪动它的位置了,看可以挪动它的位置啊,这个位置挪动不会影响我们这个图形的变化,图形不产生任何变化,看到吗?不产生任何的变化的啊,可以用这种方式来移动我们已经加好的这个关节点啊, 这样的方式。另外这个讲完之后再给大家讲一下,有个咱们这个网格,看到吗?这有个网格,这网格是可以调的啊, 可以把网格调,刚才已经最少了,是吧?我们给他调到最多,你看网格就更加的细密啊,这样更便于你控制一些,比如说表情啊,委托表情做动作了,这些东西更便于你去控制他啊。好,今天这个小点就讲到这里,大家学会了吗?

艾瑞斯默德模组推荐二 act 默的这些是模组的前置,此模组可以让你在寂寞的里跳舞。长按 h 显示菜单,又见一个舞蹈,更改舞蹈样式, 你还可以与你的好友一起斗鱼 模组还有一个内置舞台,你可以叫你的朋友一起来跳。点击爱慕 no 特瑞迪就可以跳舞了 ring on a bus。


眨眼,骨骼眨眼,适量眨眼,全部教会!第一种普通眨眼,首先载入一只没有拆分的眼睛,双击移动,调整毛点到下睫毛,不改动数字,打上四个关键针, 在中间选择分割,切为三个图层, 调整两段,让图层边缘不重叠。现在打开最前面的图层,调整成逐渐变窄。 最后的图层,将第一个关键针调整,让图片从窄变宽。前打个曲线, 现在选中 中间涂层,替换成剪好的睫毛穴位,调整一下大小。一个普通的眨眼就做好了,做一个骨骼眨眼曲度大版本前拼一下吧。 复制眼白图层,投到眼珠上方,在混合里选择蒙版, 选择上引结图层,打开扭曲歪曲,找到老朋友弯曲原点,改成眼角方向,此时选择弯曲到同侧, 将开始改成百分之五十,将上睫毛调整变成闭眼情况可以再调节。开始让睫毛弧度平滑, 睫毛设置高度与旋转,配合上睫毛移动,现在移动到之前设置了蒙版的眼白层,将早点调整到闭眼中,调整高度,使眼白不出框。接下来做一些调整,增加高光眼球果冻, 一个眨眼就完成了, 以及我拆了阴影,这里只介绍一种,还有波浪变形挡,可安全使用。接下来是适量闭眼,这里拆开四分眼珠,睫毛眼白以及适量的眼白蒙版, 现在打开新建,选择适量位置,先简单的描边,点击左边第二个,让适量闭合, 现在点击左边第三个,让折角变曲度,记得把图层先调透明,方便描边,总之尽可能贴近原图层。 用工具取色调整可以使用渐变工具,现在点击右上角的菱形,打开适量的关键针,将闭眼用到的点垂直的往下拉, 记住,一要打关键针,二要垂直往下拉。 现在打开十辆蒙版眼白,将眼白压缩,只是看不见眼白,经过调整眨眼完成。 现在打开角色,替换原来的眼睛,查看匹配情况,并且调整一下。 以下是应用示范,嘴巴和眼泪都是适量做的,总之可以灵活使用。 刚刚读秒读慢了,有没有人在听我说话?是不是人家不生气就把人家当傻子啊?


hello, 朋友们,大家好,我是艺术君啊,我们今天继续啊捣鼓我们的这个模型,我之前见了一条狗,这条狗,但我觉得这个模型不是很满意,而且这个我试着绑了下骨,骨骼里面有一些动起来比较奇怪的地方, 像这个嘴巴,然后这个就咧的有点太大了,然后这个我们本身是条法斗吗?嗯, 我要改一下这个造型,让他更无辜一点,然后再者就是手手的部分,手的部分,嗯,在进行绑定骨骼之后,这个肘关节的位置的动态不是很好啊,包括手指的方向有点问题 啊,那我们正好退回来,然后我们修改一下我们的模型啊,利用这个雕刻雕刻模式,我们把 模型修改一下啊,然后基本上我们都弄完了之后,就可以重新的绑定一下骨骼,正好要出一期这个骨骼的教程。 嗯,然后这里呢,我们今天用到一个快速 top 的一个插件啊,这个插件有需要的同学呢,可以私信我,我可以免费给大家,然后这个私信给大家。嗯, 这个东西怎么说呢,我这个是买的一个中文版,包括安装啊,如果有什么问题可以在私信问一下我,再出个教程也可以,我是花两块钱买的,这怎么一上来就翻车了呢? 嗯啊,是这个引擎没有装,这不扯嘛,稍等我一下,我跟这个插件谈一谈 啊。好的,我们谈判结束啊,现在可以正常的使用了。就是这个引擎的问题啊,复制到一个 c 盘里面的一个文加就可以啊,详细有不知道的问我一下也可以啊。 嗯,这里头默认是五千个面,然后我们原来的模型是三万多个面,然后这个我们用它计算一下,嗯,我提到了一万,然后计算一下,现在是两万来个面啊,那这也比我们瞎瞎搞的好。 然后这个啊有一个问题啊,这个 咋说?我好像没有开对称,就是正常来讲的话,我们应该是要把这个东西去掉一半,去掉模型,去掉一半之后用镜像,然后我们再去这个 进行这个重新的这个拓扑,对,是这个样子。 好,我们再搞一下,我在录的时候并没有发现这个问题,还在这浪费了半天的感情啊,一直到调整完了眼皮之后才发现了这个不对称的问题 啊,一直在这浪费时间,这里我就快进掉了,幸好我极致啊给自己留了一个二百步的撤回。 好的,我们撤回完了之后呢,我们再把它切一半,嗯,大概是这个样子就可以 先看啊,哪里需要改一下这个后面这有条接缝,我们等会需要平滑,用 光滑,我们去这怎么还越光滑? 嗯,我具体看了一下,那么我们的这个鼻子呢,还需要好好改一下 啊,这里没有什么技术难度啊,我们主要是运用这个雕刻里面的一个弹性变形的一个笔刷,一个工具啊,加上折腾工具,不断的去调整这个头的形状以及嘴巴周围的形状 啊,把鼻子周围的这个折痕给他搞出来啊修,让他这个脸更饱满一些。 嗯,在这里呢提醒大家一定要把这个镜像模式里面的这一个范围限制给开开,否则的话你在这个中线的位置上,你做做模型他就会裂开啊,就很麻烦,你还要再把点兑回去。然后我们继续运用这个, 呃,我用的比较常常见的这个雕刻模式里面的这个工具,还有一个粘条工具啊,这个粘条工具可以就是说 啊让他这个厚增加一些厚度,然后包括脸上那些线条可以直接用粘条工具,呃,给捏出来 比较方便啊。在这个过程中我们可以多用一些这个光滑光滑工具,这光滑工具,嗯,可以把我们这一些破破破烂烂的面给抹平啊。这里, 那我们把我们的这个眼睛下面的这个线条再往外怼一怼啊,包括嘴巴的形状,我们也继续让他更圆润一些,让他嘴巴慢慢变小,下巴壳收回去,然后这个肉耷拉下来,会显得可爱一些。 later, 好。同学们,我们这个头部嘛,我现在目前这个药这个效果就可以 啊,就够了。然后那个我们再继续看一下这个手部,我们的手部有什么问题呢?就是我之前因为绑过一次骨骼啊,然后这个是一个,是这个肘这个位置 会产生变形,然后第二个事是这个,嗯,长一个是这个手有点宽,就他不够圆, 就整个的这个这个歪轴方向有点宽,然后这个就是说到时候他,他比如说要有一个挠头的动作,他这个地方就会显得很扁,不好看。那像我们改一下这个位置, 嗯,这里呢主要是调整一下手指的位置,然后这么把后面的轴给做出一个鼓包来,那么这个轴你怎么得顶出块骨头来吧,虽然这个很胖。这个狗的形象是参照我自己做的,因为我要做一个我们画室的动画,用来教艺术史,我们每个老师都会有一条狗的形象出现 啊,顺带的把身体下半身的这个也给稍微调整一下。我们在这个给这个手进行这个线条 布线的时候呢,我们会遇到一些问题,就是他不够平滑,我们可以在这个编辑模式下啊,然后摁 a, 摁点摁,这个嘴最近有点瓢, 里面有个 loft 插件,然后我们打开,打开之后呢, 用里面的松弛还有平化就可以去调整一些这种细节,让这个布线更加合理一些。 你尽力了之后呢啊,他如果还是不是很完美的话,你可以再啊回到物体模式,就我们在整个的都做完了之后,回到物体模式,我们用这个快速呃,自动那个 top 这个插件,我们再去给他 啊重新布一下啊,就会更加完美一些。嗯,总之这个你要硬着头皮先做下去,修改的问题慢慢调就可以, 不往前走的话你怎么去改都不知道,我也是摸索了一段时间才知道啊,当然在这个,因为我是后期调整的这个模型啊。嗯,有能力的同学, 这个当然可以在建模的时候就把这个问题给解决了,因为我当时建这个模的时候也是正在一边学边建。嗯,这个手部的建模我都没看,我就想当然的自己做了出来,这个方向上多少有点问题,所以我现在在这就没办法,只能这样调 a few moments later 好了,我们手的话这样就可以了,就可以了。然后有一些稍微有点不对的地方, 我们重新用软件计算一下就可以。哎,我们用到我们的插件快速 top。 嗯,这个面数就差不多,重新算一下。 红灯完事, 我们进入编辑模式,看下这里是有什么大问题吗?编织着色 啊,就是一点小地方啊。这种编辑模式编辑 啊,就是这个指头的这个 word 位置。 咳, 就这么几根, 松弛一下,一个两个,三个五个松弛, 生吃生吃。 软件搞不定的地方也得人手来处理一下。 嗯,像这个地方就没什么大问题, 都是科技与狠活好。这个没问题了。然后我们再来看一下这个,这关题能稍多一点 and 这工作就得交给有强迫症的人来操作。 感觉这个指头有点粗啊, 减一下肥。 two thousand years later。 好了,我们整个身体上的模型结束了,然后我们现在还有牙齿啊,我们先把牙齿放对位, g c 往下挪, 这这一点点 差不多是这样就可以。然后我们的舌头因为膜想改动 挺大,我们的舌头肯定也要重新的啊。关键是这个舌头他模型还有点问题啊。我们用这个,我们修改一下。一千这玩意一千就够,我觉得 重新补一下。 co 很快。这么快吗? 嗯,当时还有什么问题来着?我记得绑上谷歌之后,前面这一圈眼儿会非常的 扎眼,我们给他这个增加下厚度,让他不至于那么尖。 哦,没有开对称,我说呢,把对称开开哇, 不是说让他大舌头啊,是因为你前面太尖了,你保护骨骼了之后,他前面这一块就总有一个顶点会顶出来,很过分, 好让他厚度稍微的好看一点。好的,那这样基本上就差不多了,舌头也结束 这隔离模式怎么推不出去了?隔,我今天不知道怎么回事,这快捷键经常输。我再试一下啊, 配件就老失灵。 输入法的问题啊,不是说输入法没切换到英文,我用了一个 科大讯飞的一个输入法,这个语音输入能方便一点,结果他倒好,给我搞尸体。 嗯,好的,这样就可以。然后呢,我们观察一下我们的物体有没有什么别的问题。就是这个,比如说修改器没应用呢?啊,这个 这个之前的就可以删掉了。舌头这个可以不用了,我眼睛没什么问题。什么问题?舌头 牙齿好平化着色给用上, 线框还在不要。好的,这个模型到这就 先结束了。嗯,这样的话继续去绑骨骼应该就没有什么大问题了。嗯,我会继续往下给他增加材质啊,包括直接用手绘的方式去往上给他加,不用去捣鼓那些 uv 贴图啥的, 直接在 blad 里面进行编辑就可以啊,包括绑骨骼我也会继续的记录下来分享给大家。


好,第十课,咱们来继续学习 cts 动画软件的进阶篇,骨骼系统的使用, cts 动画软件的最核心的功能就是骨骼系统。好,我们首先打开 ps 软件,导入素材,双击图层解锁, 然后呢点击魔术棒,把背景抠出来。好,我们 ctrl 点击背景图层,把选区调出来,然后再点击磁性套索工具,把不要的部分圈出来。 好,我们略微的修改一下, 这时候呢 那个剪切,然后再复制出来,就变成了一个新的图层。好,经过处理之后呢,咱们会有三张图,第一张图呢是狮子去掉了被遮挡住的前腿和后腿, 这两张是怎么做出来的呢?就是把狮子可以看到的部分复制出来的。 好,接下来呢,咱们需要打开 cts, 点击演员找到一个动物的骨架拖进来, 这是系统预测好的一些,稍微放大一些,然后点击这个组合模式,就可以去进行骨架的一些编辑了。然后呢咱们需要点击这个编辑器,把这张图呢替换到咱们做好的这个狮子。 好,咱们现在需要做的呢,就是把狮子尽量的放大一些,跟这个骨骼对上, 然后呢咱们选选取这个编辑骨骼,把它稍微往上调一些,调到刚好是这个骨骼的这个位置。 好,调整完之后呢,大概就是这样的,然后呢咱们需要把之前做的另两张图导进来,咱们首先先选前腿, 然后呢点击调整这个工具,把它缩小一点 放进来,然后呢咱们需要点中他,之后呢把这个图 放到这个下边, 发完之后呢,咱们需要调整一下, 确定是否方队呢,咱们可以先把这个背景图隐藏一下, 然后呢再把这个显示出来,咱们再把这条腿导入进来, 我们调整一下骨头架子, 这时候我们需要把这个图层拖到他的下面。 好,我们回到舞台, 据说呢咱们可以 点击这个演员自定义模板,点击添加,然后咱们可以把它写成老虎,这就变成了咱们自己的人物,然后呢咱们给这个动物呢去添加动画, 好,咱们会发现走路的时候这块就出问题了,所以呢咱们先撤回一下 ctrlj, 然后还回到组合模式, 我们需要把这个角呢再往后调一些, 然后骨骼再重新定义一下, 这时候呢咱们再去看, 好就没有什么问题了。好,咱们现在呢把这个背景的素材倒进来, 然后放大,然后滑动滚轮把狮子露出来,狮子稍微的调小一点点,然后拖动到外边, 这时候呢加入普通话,把它稍微拉的更长一些, 比如拉到一百六十针,所以咱们需要在这个狮子侧走的时候呢, 咱们在第六十五针, 好,直到一百六十针的时候走到这块。好,咱们现在预览一下,这样狮子就可以走起来了, 然后呢咱们需要导入 一个背景声音, 这样就完成了。

上节课我们以兔子耳朵为例,教大家怎么在诺麦特里面建模。这节课和大家讲如何给模型绑定骨骼,以及在像素里添加动力学。首先我们 ctrl a 添加一根骨骼,接着我们按距移动骨骼到中心位置, 然后打开编辑模式,选择根节点,按一挤出一根骨骼,再按一连续挤出四根骨骼,同理左边也一样,连续挤出四根骨骼。接着在物体模式下选中骨骼和模型, 然后 ctrl p 选择附带自动权重,这样骨骼就绑好了,我们可以导出来,导成 fbx。 接下来我们打开像素,新建一个项目,把我们刚刚做好的 fbx 文件打 进来,拖拽到头模下方,此时你会发现没有模型,不要害怕,因为模型太大了,旋转一下方向就看见了。然后我们在缩放这个地方更改模型的大小,全部改成零点零五, 调整一下模型的位置,挪到脸的前面,如果觉得模型还是太大,就再改小一点。把模型的贴图匹配完后,我们开始来加动力学组件。我们点开兔子文件,找到骨架,你会发现这里每一层就是一根骨骼。 我们选择想要加动力学的那根骨骼,把动力学组建模板改成钢印。快看兔子耳朵抽出起来了,没有关系,我们多选几根骨骼,给想要加动力学的骨骼都加上动力学。为了更好看见动力 学的动态,我们选择模特的摇头模式,可以看到一根板和骨骼,一根没有板,动态是不一样的。如果我们是要给人做兔子耳朵,只要把兔子模型往后挪, 调整好高度和大小,那么人的头上就长耳朵了。当然你也可以选择轻柔或弹性模式, 轻柔的模式更适合气球或者飘带,弹性会比较适合那种短短短的感觉,这个你们就自己去尝试吧,这节课就讲这些内容。