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标题: Skele: Character Animation Tools 1.9.2 - 角色动作编辑工具 [打印本页]

作者: 王者再临    时间: 2015-12-9 21:24
标题: Skele: Character Animation Tools 1.9.2 - 角色动作编辑工具


























Requires Unity 4.6.7 or higher.

Make Skeleton & Vertex Animations right inside the Unity Editor.

[v1.8.0 beta] Mesh-Morpher tools, enable you to make blendshape-like animationson models, rigged or not;

Skele: Character Animation Toolssignificantly speeds up animator/indie's animation workflow in several ways:

1. Enable developers to make / modify character animations in UnityEditor. Reduce software switching and tedious import/export/split work

2. Integrate character animations authoring with code/fx/audio/gui/etc in advanced situations. Greatly accelerate authoring productivity for complex multi-character scenes (cutscenes / finishing moves / etc)

3. [BETA] Mesh-Morpher tools to make blendshape-like animations without bones

4. Export skinned meshes and animations as DAE archive

5. Utilize the clips you bought from store, modify them to your needs, convert clip type, export to external softwares, etc.


Main Features:
1. Make animation for your rigged characters with FK/IK support. flag, stick, dragon, ghost, mech, bird, fish, robot, human... you could manipulate ANY rigged models.
2. Modify animations. Modify Generic/Legacy animations directly; with our converter, you could also modify and export clips you bought from assetstore too. Modify and get the result immediately.
3. Make blendshape-like vertex animations directly in Unity Editor.
4. Create complex multi-character actions with ease [BETA]. Edit the animations right inplace, and easily integrate with code/fx/audio/gui/etc.
5. Visualize the bone link, the vertices, and bone weights, etc.
6. Reduce the folder size, you don't need to include duplicate meshes for each animation.
7. Make/Save/Load poses on disk
8. Convert MuscleClip(Humanoid clip) to and fro Legacy/Generic clip
9. Generate RootMotion from RootBone curves
10. Export character mesh and character animation into DAE archive
11. Edit multi-part meshes
12. Fix BindPose of skinned mesh (position and rotation)
13. Mirror your anim clips
14. Modify Animation curve's property, path, type.
15. Multi-edit in FK mode.
16. Mirror-edit bones
17. Fix pivot of non-skinned mesh
18. Reduce keyframes of animation clips
19. Work with both Unity Pro & Free

Latest Change:
1.8.2 (Submitted on 2015/07/04)
PERF: On Unity5, greatly increase performance when recording changes;
CHANGE: Make the handle to follow the joint when scrub the thumb of Animation window;
CHANGE: On Unity5, adapt the new property of EditorWindow.titleContent;

1.8.2 f1 (Submitted on 2015/07/13)
FIX: On Unity5.1, CCEditor calls new internal API to get RootGameObject;
CHANGE: Move the examples scenes to top dir;

1.8.2 f2 (Submitted on 2015/08/07)
Fix: A compilation error on older Unity5 ( older than v5.1);

1.8.2 f3 (Submitted on 2015/08/26)
FIX: The error logs when click 'ESC' in IK mode;

1.8.2 f4 (Submitted on 2015/09/09)
CHANGE: Replace LitJson with FullSerializer;
CHANGE: Upgrade DAE Lib;
CHANGE: Reorganize directory structure;

1.8.2 f5 (Submitted on 2015/09/18)
FIX: PoseManager serialization failed

1.8.3 b1 (Submitted on 2015/09/29)
Add: CCD IK (editor & runtime);



作者: buzheteng    时间: 2015-12-9 21:44
很高级的样子哦~
作者: likunhan    时间: 2015-12-9 22:31
无比激动地感谢再感谢!
作者: ayanamichaos1    时间: 2015-12-10 09:40
感谢分享!
作者: archerlu    时间: 2015-12-10 16:13
应该很有用。
作者: feicheng2005    时间: 2015-12-10 23:21
很有用很有用
作者: ngocgodwar    时间: 2015-12-12 18:23
谢谢分享。
作者: q13231561516    时间: 2016-2-16 21:25
不错啊恩恩
作者: wander    时间: 2016-3-2 12:36
多谢分享!!
作者: dragonwang    时间: 2016-3-11 12:12

无比激动地感谢再感谢!
作者: liugang121    时间: 2016-3-25 11:18
好厉害好厉害好厉害好厉害好厉害好厉害好厉害
作者: xdzy86    时间: 2016-6-3 11:46
谢谢楼主分享
作者: xdzy86    时间: 2016-6-3 13:11
嘎嘎嘎嘎嘎
作者: dong4598    时间: 2016-8-8 19:12
好想看~~居然看不到~~
作者: 1163400927    时间: 2016-10-30 09:12
感谢楼主分享!
作者: 玩偶兔    时间: 2016-12-16 13:39
看着很厉害的插件啊
作者: liyuqin1023    时间: 2017-4-20 11:13
感谢分享
作者: gvgv1020    时间: 2017-4-23 21:21
仿佛很好的样子
作者: 绑定Q用    时间: 2017-5-4 10:36
看看我的积分




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