unity用户手册 角色动画中文版

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1、Character Animation 角色动画角色动画 Unity Manual User Guide Creating Gameplay Character Animation Unity 手册 使用指南 创建游戏 角色动画 Unitys Animation System allows you to create beautifully animated skinned characters. The Animation System supports animation blending, mixing, additive animations, walk cycle time sync

2、hronization, animation layers, control over all aspects of the animation playback (time, speed, blend-weights), mesh skinning with 1, 2 or 4 bones per vertex and finally physically based ragdolls. Unity 的动画系统允许你创建漂亮的动画角色.动画系统支持动画合成,混合,添加动画,步调周期时间同步,动画层,控制所有方面的动画回放(时间,速度,混合-偏重),网格面每个三角有1,2 或4个骨骼,且完成基

3、本的物理玩偶. There are some best practices for creating a rigged character with optimal performance in Unity. It is recommended that you read about these techniques on the Modeling Optimized Characters page. 这里有一些最好的方法创建一个作弊的角色在Unity获得最好的展示.推荐你阅读下Modeling Optimized Characters页面上的教程。 Making an animated ch

4、aracter involves two things; moving them through the world and animating them accordingly. 制作一个动画角色需要 2 个东西;移动他在世界中和做相应的动作. This page focuses on the animation. If you want to learn more about moving characters around (for a Super Mario Bros style game or a first-person shooter), take a look at the C

5、haracter Controller page. 这个页面致力于动画.如果你想要学习更多关于移动角色的(为一个超级玛丽风格游戏或第一人称射击),查看Character Controller page. If you like, quickly jump to one of the topics covered on this page: Importing Character Animations Animation Splitting Multiple Files Inverse Kinematics Inserting Into a Unity Scene Animating the C

6、haracter Animation Blending Animation Layers Additive Animation 如果你喜欢,直接跳到一个在这个页面的标题: 输入角色动画 动画片段 多个文件 反向运动 插入 Unity 场景 使角色做动作 动画混合 动画层 添加动画 You can download an example demo showing pre-setup animated characters here. 你能在here下载演示动画角色设置的例子example demo。 Importing The Animations 输入动画输入动画 First of all w

7、e have to import the character. Unity natively imports Maya (.mb or .ma) files, Cinema 4D (.c4d) files, and fbx files which can be exported from most animation packages. Click here to learn how to export from your modelling/animation package. 首先我们输入动画。Unity支持输入Maya (.mb or .ma)文件, Cinema 4D (.c4d)文件

8、,和fbx文件,这些能输出为很多动画包.点击这里学习怎样输出模型/动画包export from your modelling/animation package. Importing Animations using Animation Splitting 输出动画使用动画片段输出动画使用动画片段 The most convenient way for animators to work is to have a single model containing all animations. When importing the animated model, you can define w

9、hich frames make up each part of the animation. Unity will automatically split the animation into the individual parts, called Animation Clips. 最方便的制作动画的方法是使用单一的模型包含所有的动画.当输入动画模型,你能定义每部分动画的帧.Unity 将自动把动画片段分成单个动作部分,名为动画片段 Animation Clips. For example: walk animation during frames 1 - 33 run animation

10、 during frames 41 - 57 kick animation during frames 81 - 97 例如: 走路动画在帧 1 -33 跑步动画在帧 41 57 踢的动画在帧 81 - 97 To import the animations you simply place the model in the Assets folder of your project. Unity will now automatically import it. Highlight it in the Project View and edit the Import Settings in

11、the Inspector. 输入动画你可以直接放置他到工程里的 Assets 文件夹.Unity 将自动输入他.突出显示他在工程视图和编辑输入设置在检视视图. The Import Settings Dialog for a mesh 一个模型的输入设置对话框 In the Import Settings, the Split Animations table is where you tell Unity which frames in your asset file make up which Animation Clip. The names you specify here are

12、used to activate them in your game. 在输入设置, Split Animations 表是告诉 Unity 你的资源文件的哪些帧是表示哪些动画片段的.你指定在这里的名字在你的游戏使用触发他们. name Defines the Animation Clips name within Unity. first frame The first frame of the animation. The frame number refers to the same frame as in the 3D program used to create the animat

13、ion. last frame The last frame of the animation. loop frame If enabled, an extra loop frame is inserted at the end of the animation. This frame matches the first frame in the clip. Use this if you want to make a looping animation and the first we only need some way to detect how fast our character i

14、s moving, and then fade between walk and idle animation. For this simple test we use the pre-setup input axes. 我们的第一个角色动画脚本十分简单;我们值需要一些方法知道我们的动画运行的速度,再减退走路和空闲动画.为了这个简单的测试我们使用 pre-setup 输入轴. function Update () if (Input.GetAxis(“Vertical“) 0.2) animation.CrossFade (“walk“); else animation.CrossFade (

15、“idle“); To get this script running: 使这个脚本运行: 1. Create a javascript using Assets-Create Other-Javascript. 2. Copy / except shooting 除了射击 animation“shoot“.wrapMode = WrapMode.Once; / Put idle and walk into lower layers (The default layer is always 0)放置空闲和走路到底层次(缺省为 0) / This will do two things 这里做 2

16、 件事 / Since shoot and idle/walk are in different layers they will not affect 射击和空闲/走路在不同层次没影响 / each others playback when calling CrossFade.当呼叫 CrossFade 重放每个 / Since shoot is in a higher layer, the animation will replace idle/walk 射击在高层次,他取代空闲和走路 / animations when faded in.动画将逐渐增强 animation“shoot“.layer = 1; / Stop animations that are already playing 停止动画确实在演奏时 /(In case user forgot to disable play automatically)别忘了关闭自动播放 ani

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