1、Unity3DAnimation外文文献Untiy3D AnimationUnitys Animation features include Retargetable animations, Full control of animation weights at runtime, Event calling from within the animation playback, Sophisticated State Machine hierarchies and transitions, Blend shapes for facial animations, and more.Read t
2、his section to find out how to import and work with imported animation and how to animate objects, colours, and any other parameters within Unity itself.Animation System OverviewUnity has a rich and sophisticated animation system (sometimes referred to as Mecanim). It provides:Easy workflow and setu
3、p of animations for all elements of Unity including objects, characters, and properties.Support for importedanimation clipsand animation created within UnityHumanoid animationretargeting- the ability to apply animations from one character model onto another.Simplified workflow for aligning animation
4、 clips.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.Management of complex interactions between animations with a visual progr
5、amming tool.Animating different body parts with different logic.Layering and masking featuresAnimation workflowUnitys animation system is based on the concept ofAnimation Clips, which contain information about how certain objects should change their position, rotation, or other properties over time.
6、 Each clip can be thought of as a single linear recording. Animation clips from external sources are created by artists or animators with 3rd party tools such as Max or Maya, or come from motion capture studios or other sources.Animation Clips are then organised into a structured flowchart-like syst
7、em called an Animator Controller. The Animator Controller acts as a “State Machine” which keeps track of which clip should currently be playing, and when the animations should change or blend together.A very simple Animator Controller might only contain one or two clips, for example to control a pow
8、erup spinning and bouncing, or to animate a door opening and closing at the correct time. A more advanced Animator Controller might contain dozens of humanoid animations for all the main characters actions, and might blend between multiple clips at the same time to provide a fluid motion as the play
9、er moves around the scene.Unitys Animation system also has numerous special features for handling humanoid characters which give you the ability toretargethumanoid animation from any source (Eg. motion capture, the asset store, or some other third-party animation library) to your own character model
10、, as well as adjustingmuscle definitions. These special features are enabled by UnitysAvatarsystem, where humanoid characters are mapped to a common internal format.Each of these pieces - theAnimation Clips, theAnimator Controller, and theAvatar, are brought together on a GameObject via theAnimator
11、Component. This component has a reference to an Animator Controller, and (if required) the Avatar for this model. The Animator Controller, in turn, contains the references to theAnimation Clipsit uses.The above diagram shows the following:Animation clips are imported from an external source or creat
12、ed within Unity. In this example, they are imported motion captured humanoid animations.The animation clips are placed and arranged in an Animator Controller. This shows a view of an Animator Controller in the Animator window. The States (which may represent animations or nested sub-state machines)
13、appear as nodes connected by lines. This Animator Controller exists as an asset in the Project window.The rigged character model (in this case, the astronaut “Astrella”) has a specific configuration of bones which are mapped to Unitys commonAvatarformat. This mapping is stored as an Avatar asset as
14、part of the imported character model, and also appears in the Project window as shown.When animating the character model, it has an Animator component attached. In the Inspector view shown above, you can see theAnimator Componentwhich has both theAnimator Controllerand theAvatarassigned. The animato
15、r uses these together to animate the model. The Avatar reference is only necessary when animating a humanoid character. For other types of animation, only an Animator Controller is required.Unitys animation system (Known as “Mecanim”) comes with a lot of concepts and terminology. If at any point, yo
16、u need to find out what something means, go to ourAnimation Glossary.Legacy animation systemWhile Mecanim is recommended for use in most situations, Unity has retained its legacy animation system which existed before Unity 4. You may need to use when working with older content created before Unity 4
17、. For information on the Legacy animation system, seethis sectionUnity intends to phase out the Legacy animation system over time for all cases by merging the workflows into Mecanim.Animation ClipsAnimation Clips are one of the core elements to Unitys animation system. Unity supports importing anima
18、tion from external sources, and offers the ability to create animation clips from scratch within the editor using the Animation window.Animation from External SourcesAnimation clips imported from external sources could include:Humanoid animations captured at a motion capture studioAnimations created
19、 from scratch by an artist in an external 3D application (such as 3DS Max or Maya)Animation sets from 3rd-party libraries (eg, from Unitys asset store)Multiple clips cut and sliced from a single imported timeline.Animation Created and Edited Within UnityUnitys Animation Window also allows you to cre
20、ate and edit animation clips. These clips can animate:The position, rotation and scale of GameObjectsComponent properties such as material colour, the intensity of a light, the volume of a soundProperties within your own scripts including float, int, Vector and boolean variablesThe timing of calling
21、 functions within your own scriptsAnimation from External SourcesOverview of Imported AnimationAnimation from external sources is imported into Unity in the same way as regular 3D files. These files, whether theyre generic FBX files or native formats from 3D software such as Maya, Cinema 4D, 3D Stud
22、io Max, can contain animation data in the form of a linear recording of the movements of objects within the file.In some situations the object to be animated (eg, a character) and the animations to go with it can be present in the same file. In other cases, the animations may exist in a separate fil
23、e to the model to be animated.It may be that animations are specific to a particular model, and cannot be re-used on other models. For example, a giant octopus end-boss in your game might have a unique arrangement of limbs and bones, and its own set of animations.In other situations, it may be that
24、you have a library of animations which are to be used on various different models in your scene. For example, a number of different humanoid characters might all use the same walk and run animations. In these situations, its common to have a simple placeholder model in your animation files for the p
25、urposes of previewing them. Alternatively, it is possible to use animation files even if they have no geometry at all, just the animation data.When importing multiple animations, the animations can each exist as separate files within your project folder, or you can extract multiple animation clips f
26、rom a single FBX file if exported as takes from Motion builder or with a plugin / script for Maya, Max or other 3D packages. You might want to do this if your file contains multiple separate animations arranged on a single timeline. For example, a long motion captured timeline might contain the anim
27、ation for a few different jump motions, and you may want to cut out certain sections of this to use as individual clips and discard the rest. Unity provides animation cutting tools to achieve this when you import all animations in one timeline by allowing you to select the frame range for each clip.
28、Importing Animation FilesBefore any animation can be used in Unity, it must first be imported into your project. Unity can import native Maya (.mb or .ma), 3D Studio Max (.max) and Cinema 4D (.c4d) files, and also generic FBX files which can be exported from most animation packages (seethis pagefor
29、further details on exporting). To import an animation, simply drag the file to theAssetsfolder of your project. When you select the file in theProject Viewyou can edit theImport Settingsin the inspector.Working with humanoid animationsThe Mecanim Animation System is particularly well suited for work
30、ing with animations for humanoid skeletons. Since humanoid skeletons are used extensively in games, Unity provides a specialized workflow, and an extended tool set for humanoid animations.Because of the similarity in bone structure, it is possible to map animations from one humanoid skeleton to anot
31、her, allowingretargetingandinverse kinematics. With rare exceptions, humanoid models can be expected to have the same basic structure, representing the major articulate parts of the body, head and limbs. The Mecanim system makes good use of this idea to simplify the rigging and control of animations
32、. A fundamental step in creating a animation is to set up a mapping between the simplified humanoid bone structure understood by Mecanim and the actual bones present in the skeleton; in Mecanim terminology, this mapping is called anAvatar. The pages in this section explain how to create an Avatar for your model.Creating the AvatarAfter a model file (FBX, COLLADA, etc.) is imported, you can specify what kind of rig it is in theRigtab of theModel Importer options.Humanoid animationsFor a Humanoid rig, selectHumanoidand click
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