类别 全部 - animation

作者:Mike Ton 10 年以前

1633

Mecanim

The text outlines various settings and configurations for importing 3D models into a software environment. It begins by addressing the scale factors for different model types like Maya and FBX, and then delves into the rigging options.

Mecanim

Mecanim

plugin

MecanimControl
AnimationControlDemo.cs
MecanimControl.cs

class

public

MecanimControl : MonoBehaviour

var

private

state2Hash

state1Hash

RuntimeAnimatorController

overrideController.runtimeAnimatorController =

(targetAnimationData.speed >0)

controller3

controller1

(targetAnimationData.speed > 0)

else

controller4

controller2

Resources.Load("controller1");

MUST EXIST IN RESOURCE FOLDER!!

//Runtime reprentation of the AnimationController. It can be used to change the Animator's AnimationSource during runtime.

//This class is deprecated, RuntimeAnimationController should be used.

Animator

Namespace: UnityEngine

Parent class: Behaviour

Description

Interface to control the Mecanim animation system.

Variables

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

applyRootMotion Should root motion be applied?

avatar Gets/Sets the current Avatar.

bodyPosition The position of the body center of mass.

bodyRotation The rotation of the body center of mass.

cullingMode Controls culling of this Animator component.

deltaPosition Gets the avatar delta position for the last evaluated frame.

deltaRotation Gets the avatar delta rotation for the last evaluated frame.

feetPivotActive Blends pivot point between body center of mass and feet pivot. At 0%, the blending point is body center of mass. At 100%, the blending point is feet pivot.

gravityWeight The current gravity weight based on current animations that are played.

humanScale Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic).

isHuman Returns true if the current rig is humanoid, false if it is generic.

isMatchingTarget If automatic matching is active.

layerCount The AnimatorController layer count.

leftFeetBottomHeight Get left foot bottom height.

pivotPosition Get the current position of the pivot.

pivotWeight Gets the pivot weight.

playbackTime Sets the playback position in the recording buffer.

recorderStartTime Start time of the first frame of the buffer relative to the frame at which StartRecording was called.

recorderStopTime End time of the recorded clip relative to when StartRecording was called.

rightFeetBottomHeight Get right foot bottom height.

rootPosition The root position, the position of the game object.

rootRotation The root rotation, the rotation of the game object.

runtimeAnimatorController The runtime representation of AnimatorController that controls the Animator.

speed The playback speed of the Animator. 1 is normal playback speed.

stabilizeFeet Automatic stabilization of feet during transition and blending.

targetPosition Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).

targetRotation Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).

Functions

CrossFade Create a dynamic transition between the current state and the destination state.

GetAnimatorTransitionInfo Gets the Transition information on a specified AnimatorController layer.

GetBoneTransform Returns transform mapped to this human bone id.

GetBool Gets the value of a bool parameter.

GetCurrentAnimationClipState Gets the list of AnimationInfo currently played by the current state.

GetCurrentAnimatorStateInfo Gets the current State information on a specified AnimatorController layer.

GetFloat Gets the value of a float parameter.

GetIKPosition Gets the position of an IK goal.

GetIKPositionWeight Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).

GetIKRotation Gets the rotation of an IK goal.

GetIKRotationWeight Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).

GetInteger Gets the value of an integer parameter.

GetLayerName Gets name of the layer.

GetLayerWeight Gets the layer's current weight.

GetNextAnimationClipState Gets the list of AnimationInfo currently played by the next state.

GetNextAnimatorStateInfo Gets the next State information on a specified AnimatorController layer.

InterruptMatchTarget Interrupts the automatic target matching.

IsInTransition Is the specified AnimatorController layer in a transition.

IsParameterControlledByCurve Returns true if a parameter is controlled by an additional curve on an animation.

MatchTarget Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress.

Play Plays a state.

SetBool Sets the value of a bool parameter.

SetFloat Sets the value of a float parameter.

SetIKPosition Sets the position of an IK goal.

SetIKPositionWeight Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).

SetIKRotation Sets the rotation of an IK goal.

SetIKRotationWeight Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).

SetInteger Sets the value of an integer parameter.

SetLayerWeight Sets the layer's current weight.

SetLookAtPosition Sets the look at position.

SetLookAtWeight Set look at weights.

SetTarget Sets an AvatarTarget and a targetNormalizedTime for the current state.

SetTrigger Sets a trigger parameter to active or inactive.

StartPlayback Sets the animator in playback mode.

StartRecording Sets the animator in recording mode, and allocates a circular buffer of size frameCount.

StopPlayback Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic.

StopRecording Stops animator record mode.

Static Functions

StringToHash Generates an parameter id from a string.

animator

//Interface to control the Mecanim animation system.

currentAnimationData

static

public static event AnimEvent OnAnimationLoop;

public static event AnimEvent OnAnimationEnd;

public static event AnimEvent OnAnimationBegin;

delegate

public delegate void AnimEvent(AnimationData animationData);

WrapMode defaultWrapMode = WrapMode.Loop;

float defaultTransitionDuration = 0.15f;

AnimationData[] animations = new AnimationData[0];

AnimationData defaultAnimation = new AnimationData();

AnimationData

[HideInInspector]

int stateHash;

int timesPlayed = 0;

WrapMode wrapMode;

float transitionDuration = -1;

float speed = 1;

string clipName;

AnimationClip clip;

Editor

Animations[]

Defaults

DefaultWrapMode

DefaultTransitionDuration

0.15

Size

6

DefaultAnimation

-1 == Default

WrapMode

TransitionDuration

ClipName

Workflow

Bringing characters to life.
code

anim params

blend trees

i/o -> state machines

animation clips

Character setup
Generic character setup

retargeting not possible

creatures, animated props, four-legged animals,

Humanoid character setup

extended GUI support and retargeting

Muscle

config

Asset preparation and import

FBX

path to bones need to match up to share animation

Maya

can replace animation curve.

defaults to 0.01 scale

maya file defaults to 1.0 scale

must match if using cross file format!

Features

Animating different body parts with different logic.
Body Mask?
Management of complex interactions between animations with a visual programming tool.

BlendTrees

Finite State Machine?

Convenient preview of animation clips, transitions and interactions between them. This allows animators to work more independently of programmers, prototype and preview their animations before gameplay code is hooked in.
Simplified workflow for aligning animation clips.
Animation retargeting - the ability to apply animations from one character model onto another.
.ht

Human Template?

Avatar?
Easy workflow and setup of animations on humanoid characters.

GameObject

New in 5.0

other
Linear velocity blending
Transition

interruption improvements

based on destination state + start/destination

not just start

mocap

multiweight

IK

roll

GUI
Properties

Clear up

re-order

Direct BlendTree
BlendShape

array

parameter to control them

1 frame animatoin

2D Blend Tree

move

script for sprite logic

data

Side

Up

Asset creation/editing API
Root Motion
authoring

takes animClip absolute to additive for root ???

StateMachine
Not just animation

Statemachine can be used for logic

Behaviours

enter/exit node

enter

random idle(5)

exit

Source

Import
Settings

Animation

Clips

Events

Function

one only

obj

string

int

"playStep"

AnimEvent.cs

void playStep(){ print("I am stepping."); }

must be attached to same Game Object as Animator

Directly create/edit curve feed to Animator Parameters to allow access by script

Prev

Had to query frame count

NOTE: must Enable Use Curve on GameObject

Transform

Determines which curves to ignore

Check when objects are not moving.

EX : Tail

limbs

torso, head, arms, legs, base...etch

IK points

Create from this mode

Copy From other mask

RootMotion

Loop

Pose

Time

Root Transform

Types

Root Transform Position (XZ)

Root Transform Position (Y)

manually adjust the AnimationClip height using the Offset setting

Note: the Animator.gravityWeight is driven by Bake Into Pose position Y. When enabled, gravityWeight = 1, when disable = 0. gravityWeight is blended for clips when transitioning between states.

Most of the AnimationClips will enable this setting. Only clips that will change the GameObject height should have this turned off, like jump up or down.

Y component of the motion will stay on the Body Transform (Pose)

This means that this clip won't change the Game Object Height

The Y component of the Root Transform will be constant and Delta Root Position Y will be 0

Feet

Thus the blending point always remains around the feet which prevents floating problem when blending or transitioning.

When using Feet the Root Transform Position Y will match the lowest foot Y for all frames

Center of Mass

Root Transform Rotation

Option

Offset

Baked Into Pose

Only AnimationClips that have similar start and stop Root Orientation should use this option (walks/run)

This means the the Game Object will not be rotated at all by that AnimationClip.

The Root Orientation will be constant and delta Orientation will be identity

The orientation will stay on the body transform (or Pose)

Based Upon

the orientation of the clip

Original

automatically add the authored offset found in the imported clip

It is usually used with Keyframed data to respect orientation that was set by the artist.

clip will be oriented to follow the forward vector of body

This default setting works well for most Motion Capture (Mocap) data like walks, runs, and jumps, but it will fail with motion like strafing where the motion is perpendicular to the body's forward vector. In those cases you can manually adjust the orientation using the Offset setting

a projection on the Y plane of the Body Transform and is computed at runtime

This change in transform is then applied to the Game Object to make it move

At every frame, a change in the Root Transform is computed

Body Transform

Body Transform and Orientation are stored in the Animation Clip (using the Muscle definitions set up in the Avatar)

Body Orientation

average of the lower and upper body orientation relative to the Avatar T-Pose

mass center of the character

They are the only world-space curves stored in the Animation Clip. Everything else: muscle curves and IK goals (Hands and Feet) are stored relative to the body transform

Mecanim's retargeting engine and provides the most stable displacement model

Anim.Compression

Error

Scale

Position

Rotation

Mode

Optimal

Reduction and Compression ?

Messes up Tyler's parent constraint animation???

KeyFrame Reduction

Off

Range

Note : Negative Frames can cause issues when optimizing/key reducing

Transform Mask

Blend Tree Layer

source import

Rig

Generation

Legacy

Don't Import

(Deprecated)

Store in Original Nodes

Store in Nodes

(New)

Store in Root

Optimize GameObject

Extra Transform to Expose

Displays Selected Transform or Bone.

EX : weapon attachment point

internally hides Avatar and transforms

Definition

Create From This Model

Avatar can be configured after settings are applied

Copy From Other Avatar

Use an existing Avatar and only import animations

(Avatar)

Tpose

Else

Based on Skin Pose???

feet must be on floor

enforce Tpose cmd does this

Model

ScaleFactor

Maya == 1.0

FBX == 0.01

RunTime

Animator
Culling Mode

Based On Renders

Always Animate

Animate Physics
Apply Root Motion

Handled by Script

rootmotion.cs

void OnAnimatorMove(){ ... }

transform.position = newPosition;

newPosition.z += animator.GetFloat("rootSpeedWalk") * Time.deltaTime

Vector3 newPosition = transform.position ;

Animator animator = GetComponent();

[RequireComponent(typeof(Animator))]

Controller

Animator Controller

Parameters

Floats

Curves

From Animation Clip

"rootSpeedWalk"

//global for all layers

Trigger

Like Bool, but reverts to back to true after triggered

Bool

HoldingPickup

HoldingPushable

State Machine

States

NOTE:

If clips are from mixxed rigs; no animation will run

ex : Idle == Humanoid, crouch==Generic

var

Transitions

Conditions

Atomic

false == interruptable

true == not interruptable

Path

Layer.StateThis ==> Layer.StateTarget

Arms.Nothing ==> Arms.Hold

Default == Nothing->State

Motion == None Clip

Layer with arms masked

Base.Idle ==> Base.Walk

Mute

Solo

Motion

Mirror

Foot IK

//Should Foot IK be respected for this state

Clip

idle

Prop

Tag

"idle"

type

Any

Anonymous Starting Point

//Cannot be the end point of a transition (ie, jumping to "any state" cannot be used as a way to pick a random state to enter next

//Always present. It exists for the situation where you want to go to a specific state regardless of which state you are currently in. This is a shorthand way of adding the same outward transition to all states in your machine

Default

//state that the machine will be in when it is first activated

Layers

Blend Trees

Type

Direct

2D

Freeform Cartesian

//not mapped to direction

Freeform Directional

//complex dir : walk forward => run forward, walk left => run left ...etc

Simple Directional

//simple dir : walk forward, walk left, walk right

1D

Motions

(config)

Automate thresholds

false

enum

Compute threshold

Angular Speed

Degree

Rad

Velocity

Z

Y

X

Speed

???

true

(animClip)

prop

bool

mirror

float

animation speed

threshold

Arms

Mask

Transforms

Weight

Blending

Additive

Override

Name

"Arms"

Base

private Animator anim;

void

Update(){ ... }

anim.SetFloat("Direction", horizontal, 0.15f, Time.deltaTime);

anim.SetFloat("Speed", vertical, 0.15f, Time.deltaTime);

float vertical = Input.GetAxis("Vertical");

float horizontal = Input.GetAxis("Horizontal");

Awake(){ ... }

anim = this.transform.GetComponent()

//link between character and in game property/state update

Avatar

setup

Generic

Humanoid

Muscle config

Body Mask

used to enable/disable specific body part

used

import inspector

Animation Layer

source skeleton stucture-> Mecanim bone structure

mapping

bones to Mecanim transforms