不能录视频所以不能看效果,我也是很郁闷,我会努力用图片和标识来表示清楚。
模型是用3dmax maya blender等软件进行建模,导出模型后缀为fbx .max .maya .blend
本文框架:
1、动画分类
(1)普通的动画
(2)UGUI的按钮动画(四个状态)
(3)2D游戏的精灵动画
(4)人物角色的 (人形 非人形)
2,普通动画创建
3,什么是Animator
4,UGUI的按钮动画
5,2D游戏的精灵动画
6,人物角色的动画导入
模型的两种模型动画存储方式
三种动画导入导入方式
7,Avatar Mask
8,MatchTarget
9,IK动画
Timeline
过场动画
电影效果
例子:
涉及:
视频截切
状态机实现对动画的控制
用混合树实现相同的效果
2D混合树控制左右转向动画的混合
状态机分层
IK动画
在动画播放中添加代码
视频截切
状态机实现对动画的控制
用混合树实现相同的效果
2D混合树控制左右转向动画的混合
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour {
private Animator anim;
private int SpeedXID = Animator.StringToHash("SpeedX");
private int SpeedZID = Animator.StringToHash("SpeedZ");
// Use this for initialization
void Start () {
anim = this.GetComponent<Animator>();
}
// Update is called once per frame
void Update () {
anim.SetFloat(SpeedZID,Input.GetAxis("Vertical")*4.1f);
anim.SetFloat(SpeedXID, Input.GetAxis("Horizontal")*126);
}
}
2D Blending混合类型
2D Simple Directional: 用在没有同一个方向的动画, such as “walk forward”, “walk backward”, “walk left”, and “walk right”。
2D Freeform Directional:用在没有同一个方向的动画且同一个方向可以拥有多个动画,such as “walk forward” and “run forward”.保证一个动画在原点,a single motion at position (0, 0), such as “idle”.其它动画会在原点进行生成和柔和。
2D Freeform Cartesian: 用在没有同一个方向的动画,视野的转换,such as “walk forward no turn”, “run forward no turn”, “walk forward turn right向前走时只有头转右望”, “run forward turn right” etc. X parameter and Y parameter旋转速度和线性速度,such as angular speed and linear speed.
在动画播放中添加代码
状态机分层
Weight - 层的权重,多个层时可以设置
Mask - 身体遮罩对层的影响,在Create>Avatar Mask中可以创建。这个可以参考Unity状态机例子工程的Animator Controller场景
Blending - 混合模式
IK动画
代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour {
private Animator anim;
private int SpeedXID = Animator.StringToHash("SpeedX");
private int SpeedZID = Animator.StringToHash("SpeedZ");
private int VaultID=Animator.StringToHash("Vault");
private int IsHoldWoodID = Animator.StringToHash("IsHoldWood");
Vector3 matchTarget = Vector3.zero;
private CharacterController characterController;
private int ColliderID = Animator.StringToHash("Collider");
private int SlideID = Animator.StringToHash("Slide");
public Transform leftHold;
public Transform RightHold;
public GameObject Wood=null;
// Use this for initialization
void Start () {
anim = this.GetComponent<Animator>();
characterController = GetComponent<CharacterController>();
}
// Update is called once per frame
void Update () {
anim.SetFloat(SpeedZID,Input.GetAxis("Vertical")*4.1f);
anim.SetFloat(SpeedXID, Input.GetAxis("Horizontal")*126);
characterController.enabled = anim.GetFloat(ColliderID) < 0.5f;
ProcessVault();
ProcessSlide();
}
private void ProcessVault()
{
bool isVault = false;
if (anim.GetFloat(SpeedZID) > 3 && anim.GetCurrentAnimatorStateInfo(0).IsName("Locomotion"))
{
RaycastHit hit;
if (Physics.Raycast(transform.position + Vector3.up * 0.3f, transform.forward, out hit, 4.5f))
{
if (hit.collider.tag == "Obstacle")
{
if (hit.distance > 3)
{
Vector3 point = hit.point;
point.y = hit.transform.position.y + hit.collider.bounds.size.y + 0.09f;
matchTarget = point;
isVault = true;
}
}
}
}
anim.SetBool(VaultID, isVault);
//anim.MatchTarget(matchTarget, Quaternion.identity, AvatarTarget.LeftHand, new MatchTargetWeightMask(Vector3.one, 0), 0.3f, 0.55f);
if (anim.GetCurrentAnimatorStateInfo(0).IsName("Vault"))
{
anim.MatchTarget(matchTarget, Quaternion.identity, AvatarTarget.LeftHand, new MatchTargetWeightMask(Vector3.one, 0), 0.32f, 0.4f);
}
}
private void ProcessSlide()
{
bool isSlide = false;
if (anim.GetFloat(SpeedZID) > 3 && anim.GetCurrentAnimatorStateInfo(0).IsName("Locomotion"))
{
RaycastHit hit;
if (Physics.Raycast(transform.position + Vector3.up * 1.5f, transform.forward, out hit, 3f))
{
if (hit.collider.tag == "Obstacle")
{
if (hit.distance > 2)
{
isSlide = true;
}
}
}
}
anim.SetBool(SlideID, isSlide);
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == ("Wood"))
{
Destroy(other.gameObject);
}
CarryWood();
}
private void CarryWood()
{
Wood.SetActive(true);
anim.SetBool(IsHoldWoodID, true);
}
private void OnAnimatorIK(int layerIndex)
{
if (layerIndex ==1)
{
int weight = anim.GetBool(IsHoldWoodID) ? 1 : 0;
anim.SetIKPosition(AvatarIKGoal.LeftHand, leftHold.position);
anim.SetIKRotation(AvatarIKGoal.LeftHand, leftHold.localRotation);
anim.SetIKPositionWeight(AvatarIKGoal.LeftHand, weight);
anim.SetIKPositionWeight(AvatarIKGoal.LeftHand, weight);
anim.SetIKPosition(AvatarIKGoal.RightHand, RightHold.position);
anim.SetIKRotation(AvatarIKGoal.RightHand, RightHold.localRotation);
anim.SetIKPositionWeight(AvatarIKGoal.RightHand, weight);
anim.SetIKPositionWeight(AvatarIKGoal.RightHand, weight);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraFallow : MonoBehaviour {
private Transform player;
private Vector3 offset;
// Use this for initialization
void Start () {
player = GameObject.FindGameObjectWithTag("Player").transform;
offset = transform.position - player.position;
}
// Update is called once per frame
void Update () {
Vector3 targetPostion = player.position + player.TransformDirection(offset);
transform.position = Vector3.Lerp(transform.position, targetPostion, Time.deltaTime * 3);
transform.LookAt(player.position);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Wood : MonoBehaviour {
public float notateSpeed = 10;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
transform.Rotate(Vector3.up * notateSpeed * Time.deltaTime, Space.World);
}
}