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角色动画创建指南(中文版)(四)

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发表于 2012-2-9 14:34:14 |只看该作者 |倒序浏览
程序控制动画角色

Sometimes you want to animate the bones of your character procedurally. For example you might want the head of your character to look at a specific point in 3D space. This is best done with a script. Fortunately, Unity makes this very easy. In Unity all bones are just Transforms which drive the skinned mesh. Thus you can script bones of a character just like any other GameObject.

有时你想要拉动你的角色骨骼通过程序.例如你可能想要你的角色的头看向3D空间的某点.这用脚本很好解决.幸好,Unity做这个很简单.在Unity所有的骨骼是改变驱使表皮网格.因此你能脚本骨骼角色,像其他游戏物体一样.

One important thing to know is that the animation system updates the Transforms after the Update() function and before the LateUpdate() function is called. Thus if you want to do a LookAt() function you should do that in LateUpdate() to make sure that you are really overriding the animation.

要知道的一个很重要的事情是动画系统是在Update()函数之后更新改变,和在LateUpdate()函数之前被呼叫.因此如果你想要使用LookAt()函数,你要让他在LateUpdate()里面,以确保你的动画确实高于一切.

Ragdolls are created in the same way. You simply have to attach Rigidbodies, Character Joints and Capsule Colliders to the different bones. This will then physically animate your skinned character.

玩偶被创建有相同的方式.你直接附上刚体,角色联合和碰撞仓给不同的骨骼.这将为身体动画你的表皮角色.

Animation Class, inherits from Behaviour, IEnumerable

Scripting > Runtime Classes > Animation

The animation component is used to play back animations.

You can assign animation clips to the animation component and control playback from your script.

The animation system in Unity is weight based and supports: Animation Blending, Additive animations, Animation Mixing, Layers and full control over all aspects of animation playback.

For an overview of Character Animation please read this introduction.

To play a simple animation use Animation.Play

To cross-fade between animations use Animation.CrossFade

To change the layer of an animation use AnimationState.layer

To change how animations wrap (Loop, Once, PingPong) use Animation.wrapMode or AnimationState.wrapMode

AnimationState can be used to modify playback speed and for direct control over blending and mixing.

Animation also supports enumerators so you can loop through all AnimationStates like this:

// Make all animations in this character

play at half speed

for (var state : AnimationState in animation) {

state.speed = 0.5;

}

See Also: An overview of Character animation in unity is here.

Variables

clip

The default animation.

playAutomatically

Should the default animation clip (Animation.clip) automatically start playing on startup.

wrapMode

How should time beyond the playback range of the clip be treated?

isPlaying

Are we playing any animations?

this [string name]

Returns the animation state named name.

animatePhysics

When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.

Functions

Stop

Stops all playing animations that were started with this Animation.

Rewind

Rewinds the animation named name.

Sample

Samples animations at the current state.

IsPlaying

Is the animation named name playing?

Play

Plays the default animation. The animation will be played abruptly without any blending.

CrossFade

Fades the animation with name animation in over a period of time seconds and fades other animations out.

Blend

Blends the animation named animation towards targetWeight over the next time seconds.

CrossFadeQueued

Cross fades an animation after previous animations has finished playing.

PlayQueued

Plays an animation after previous animations has finished playing.

AddClip

Adds a clip to the animation with name newName.

RemoveClip

Remove clip from the animation list.

GetClipCount

Get the number of clips currently assigned to this animation

SyncLayer

Synchronizes playback speed of all animations in the layer.

Inherited members

Inherited Variables

enabled

Enabled Behaviours are Updated, disabled Behaviours are not.

transform

The Transform attached to this GameObject (null if there is none attached).
rigidbody

The Rigidbody attached to this GameObject (null if there is none attached).
camera

The Camera attached to this GameObject (null if there is none attached).
light

The Light attached to this GameObject (null if there is none attached).
animation

The Animation attached to this GameObject (null if there is none attached).
constantForce

The ConstantForce attached to this GameObject (null if there is none attached).
renderer

The Renderer attached to this GameObject (null if there is none attached).
audio

The AudioSource attached to this GameObject (null if there is none attached).
guiText

The GUIText attached to this GameObject (null if there is none attached).
networkView

The NetworkView attached to this GameObject (Read Only). (null if there is none attached)

guiTexture

The GUITexture attached to this GameObject (Read Only). (null if there is none attached)

collider

The Collider attached to this GameObject (null if there is none attached).
hingeJoint

The HingeJoint attached to this GameObject (null if there is none attached).
particleEmitter

The ParticleEmitter attached to this GameObject (null if there is none attached).
gameObject

The game object this component is attached to. A component is always attached to a game object.

tag

The tag of this game object.

name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifyable by the user?

Inherited Functions

GetComponent

Returns the component of Type type if the game object has one attached, null if it doesn't.

GetComponentInChildren

Returns the component of Type type in the GameObject or any of its children using depth first search.

GetComponentsInChildren

Returns all components of Type type in the GameObject or any of its children.

GetComponents

Returns all components of Type type in the GameObject.
CompareTag

Is this game object tagged tag?

SendMessageUpwards

Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour

SendMessage

Calls the method named methodName on every MonoBehaviour in this game object.

BroadcastMessage

Calls the method named methodName on every MonoBehaviour in this game object or any of its children.

GetInstanceID

Returns the instance id of the object.

Inherited Class Functions

operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.
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