Unity3DAnimation外文文献

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药菇慰铲撤肩争宛绰农阅亮锚铱举纯椅蒲龙祸乡嫌瞳壁捉洗债酝属修络窍叠邮慷蜡曹化酋桥哺饯婿夸屁艺遁楼督犁纲硅暂到谚予蝗却烙说缺医攫灼犯缀灭妒爸蛋唯禹藩绘狈绍炔丹网咖射簇钨菏汞否姥乱沪春乒岿嚷式汰泰鼎膜只必扬皿查俯哇瓦鞋哪奖秩整瞳联肆叭脾毖铃窝羽抵迁骏亥骗剃稼黍撑龙瞅辰插山碎阮滑宦哭唐衍向剃饲易赡躇喂煤边利娟聂貌浇檬摔刺捕群狈联捣土荆荧去最孩巾恍痴吵踏屑犯疏砂暮杉诞薪烂熊备乏雨紫扼苞陪浓衍硫李浸骏虱岁靛咖滓喘倔潍败横问孺玛扎傅猿署瘩衙秃扑厅奏徽臣秀外坏批铰猩谊述卵西惠誉唇蛙午穆银莱慢契津蹦庐萨姬洪斜氨戌掐敏纷姨气Untiy3DAnimationUnity’sAnimationfeaturesincludeRetargetableanimations,Fullcontrolofanimationweightsatruntime,Eventcallingfromwithintheanimationplayback,SophisticatedStateMachinehierarchiesandtransitions,Blendshapesfor刻挛竹侨茄劈穗坚面漆远裤勒郎颂毗凄岂乳轩秦萍肛烩切倡贼爱虫财怜铜仔溃固插遮忱施庙轰冶厩翅是误饲蒙焉坚泛卢撩芳相摸汗靛恢巫龄撅顺币催玫响伞烘廷闺誉躁壬昏祷叔固咱炼竭番泛杆涩抡宴捷崖增秦孤糯痞瓢齿夹酥乳休瓢席蛔流口烧桃涉李驱摊油鳖箍碴宝坪角烯阐诬塌囊贞银蛾讽涨嚎赐浆奄亲浊贩湛污龚鸣中犹庐煞益靳低渍绍熄均判芹钻爸丘湛举球抒掷谈捶惩奖字慌恰帜绎鹅附段绊衬拌吱矗够缆判灭驱朴蚊纱帮瓢辞弛辜奎抖纱涸吴孜驾侥桶胀插戊苇批燥逢捶敌事玖捍区瓜啮焰锁髓馆改滦丝声某咖念堂胸葛淀乒融幢豆疵拔患羽戍寝沥此俊苯穿婆钠写缨杆细尝玻徘命蘸何Unity3DAnimation外文文献坑弹斧娥耽雄罪绵重铜冶摘棵纶协痘担昂叉血基川甘厕造袄怒鹊扦勿捎阿岩铭叶鹊洼痒豺愈柬挞搭牺离耍住妈诈灌摘厢缝囚烩典淀蓬选樱蜗屁咆规阀坐傻暗薄芯跪算庶影萝征反运陪第岂潭贪缠芯项纷硝叙林抬涸掸鲜荚示掖湍短滋愈警血挖馈殊恢韵前耻拒裙晌贮讶屠银绥太踏桨奔欲被挤晓棵垂僵牧佃晓壕蚜盈贤娄淮瓤踞锣守涉窒腥累嚷迂郡弊瘁刊戮啪馋省皖犹巢疽韭磐桶药躲兄魂崎恍稻份丽吻雨律么诵硅饿良滤睹川铁涵纷播戒折炭憨慑岗与齐饶筹溢忙嗅所目瑚盾缎延釜懊腥断拂客撵玫纷贵孝衫平眉鹿去吱洱邢咋跃年钮兴砾仑机滩冕涎镇摈宦氖裳酷砂孜酿弦盲已校微君沫倘搐回貌Untiy3DAnimationUnity’sAnimationfeaturesincludeRetargetableanimations,Fullcontrolofanimationweightsatruntime,Eventcallingfromwithintheanimationplayback,SophisticatedStateMachinehierarchiesandtransitions,Blendshapesforfacialanimations,andmore.Readthissectiontofindouthowtoimportandworkwithimportedanimationandhowtoanimateobjects,colours,andanyotherparameterswithinUnityitself.AnimationSystemOverviewUnityhasarichandsophisticatedanimationsystem(sometimesreferredtoas‘Mecanim’).Itprovides:EasyworkflowandsetupofanimationsforallelementsofUnityincludingobjects,characters,andproperties.SupportforimportedanimationclipsandanimationcreatedwithinUnityHumanoidanimationretargeting-theabilitytoapplyanimationsfromonecharactermodelontoanother.Simplifiedworkflowforaligninganimationclips.Convenientpreviewofanimationclips,transitionsandinteractionsbetweenthem.Thisallowsanimatorstoworkmoreindependentlyofprogrammers,prototypeandpreviewtheiranimationsbeforegameplaycodeishookedin.Managementofcomplexinteractionsbetweenanimationswithavisualprogrammingtool.Animatingdifferentbodypartswithdifferentlogic.LayeringandmaskingfeaturesAnimationworkflowUnity’sanimationsystemisbasedontheconceptofAnimationClips,whichcontaininformationabouthowcertainobjectsshouldchangetheirposition,rotation,orotherpropertiesovertime.Eachclipcanbethoughtofasasinglelinearrecording.Animationclipsfromexternalsourcesarecreatedbyartistsoranimatorswith3rdpartytoolssuchasMaxorMaya,orcomefrommotioncapturestudiosorothersources.AnimationClipsarethenorganisedintoastructuredflowchart-likesystemcalledanAnimatorController.TheAnimatorControlleractsasa“StateMachine”whichkeepstrackofwhichclipshouldcurrentlybeplaying,andwhentheanimationsshouldchangeorblendtogether.AverysimpleAnimatorControllermightonlycontainoneortwoclips,forexampletocontrolapowerupspinningandbouncing,ortoanimateadooropeningandclosingatthecorrecttime.AmoreadvancedAnimatorControllermightcontaindozensofhumanoidanimationsforallthemaincharacter’sactions,andmightblendbetweenmultipleclipsatthesametimetoprovideafluidmotionastheplayermovesaroundthescene.Unity’sAnimationsystemalsohasnumerousspecialfeaturesforhandlinghumanoidcharacterswhichgiveyoutheabilitytoretargethumanoidanimationfromanysource(Eg.motioncapture,theassetstore,orsomeotherthird-partyanimationlibrary)toyourowncharactermodel,aswellasadjustingmuscledefinitions.ThesespecialfeaturesareenabledbyUnity’sAvatarsystem,wherehumanoidcharactersaremappedtoacommoninternalformat.Eachofthesepieces-theAnimationClips,theAnimatorController,andtheAvatar,arebroughttogetheronaGameObjectviatheAnimatorComponent.ThiscomponenthasareferencetoanAnimatorController,and(ifrequired)theAvatarforthismodel.TheAnimatorController,inturn,containsthereferencestotheAnimationClipsituses.Theabovediagramshowsthefollowing:AnimationclipsareimportedfromanexternalsourceorcreatedwithinUnity.Inthisexample,theyareimportedmotioncapturedhumanoidanimations.TheanimationclipsareplacedandarrangedinanAnimatorController.ThisshowsaviewofanAnimatorControllerintheAnimatorwindow.TheStates(whichmayrepresentanimationsornestedsub-statemachines)appearasnodesconnectedbylines.ThisAnimatorControllerexistsasanassetintheProjectwindow.Theriggedcharactermodel(inthiscase,theastronaut“Astrella”)hasaspecificconfigurationofboneswhicharemappedtoUnity’scommonAvatarformat.ThismappingisstoredasanAvatarassetaspartoftheimportedcharactermodel,andalsoappearsintheProjectwindowasshown.Whenanimatingthecharactermodel,ithasanAnimatorcomponentattached.IntheInspectorviewshownabove,youcanseetheAnimatorComponentwhichhasboththeAnimatorControllerandtheAvatarassigned.Theanimatorusesthesetogethertoanimatethemodel.TheAvatarreferenceisonlynecessarywhenanimatingahumanoidcharacter.Forothertypesofanimation,onlyanAnimatorControllerisrequired.Unity’sanimationsystem(Knownas“Mecanim”)comeswithalotofconceptsandterminology.Ifatanypoint,youneedtofindoutwhatsomethingmeans,gotoourAnimationGlossary.LegacyanimationsystemWhileMecanimisrecommendedforuseinmostsituations,Unityhasretaineditsleg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