Earlier in the project you learned that in digital animation the primary focus for animators is on the process of creating keyframed poses, and whatever tool the animator is using takes care of the tweening. You saw this in action when you created the ball animations: you animated the most...
Animation clips are imported from an external source or created within Unity. In this example, they are imported motion captured humanoid animations. 2.动画剪辑显示并排列在Animator Controller中。因此,在 Animator 窗口中会显示Animator Controller的视图。状态(可表示动画或嵌套的子状态机)显示为通过线条连接...
G_BlockStomach Death Animations: Death Back: G_DeathBack_C_03 Death Front: G_DeathFront_A_04, G_DeathFront_B_02 Pre-Knockout Idle Animations: Pre-Knockout Idle: G_PreKnockout_Idle_01, G_PreKnockout_Idle_02 Attack Turns: Right Turn: G_RightTurn_01, G_RightTurn_02 Taunt Animation:...
Rotate:旋转角度,取值单位有 deg(角度)、grad(梯度,100 grad = 90 deg)、rad(弧度)、turn(圈,1 turn = 360 deg)。 4.2.11 Cursor(光标) Cursor Image:鼠标图片。 4.2.12 Transition Animations(过渡动画) Transition Animations 官方介绍见→USS transition。 Property:动画作用的属性。 Duration:过渡动画...
Animations: Underground Spawn Idle Walk forward in place Walk forward with root motion Run forward in place Run forward with root motion Walk left in place Walk left with root motion Walk right in place Walk right with root motion Turn left Turn right Idle to hide Hide Hide to Idle Hide an...
Rotate:旋转角度,取值单位有 deg(角度)、grad(梯度,100 grad = 90 deg)、rad(弧度)、turn(圈,1 turn = 360 deg)。 4.2.11 Cursor(光标) Cursor Image:鼠标图片。 4.2.12 Transition Animations(过渡动画) Transition Animations 官方介绍见→USS transition。
Remove redundant keyframes from animations. Use maxLOD in the Quality Settings to remove higher detail meshes in LODGroups from the build. Check the Editor.log after a build to ensure that the size of each Asset on disk is proportional to its runtime memory use. Reduce memory uploaded to GP...
3.AnimationsBake Animations : 当使用IK或者simulation在animation包中,选中这个,Unity将在导入的时候转换为正向动力学。 Anim. Compression : animation 的compression格式 Animation Compression Errors : 当Keyframe reduction 或Optimal Compression选中 4.Materials勾选Import Materials打开导入材质的设置。 Location:Use Em...
A more advanced Animator Controller might contain dozens of humanoid animations for all the main character’s actions, and might blend between multiple clips at the same time to provide a fluid motion as the player moves around the scene.
教程将侧重于程序性动画元素的应用上而非工作原理,如果你对其中的数学非常感兴趣,可以看看这个项目的解释(https://www.alanzucconi.com/2017/04/17/procedural-animations/)。 基本原理 Forward Kinematic(FK) FK使用父级对象的旋转来导出子集对象的位置和方向。链上的每个子集对象都会重复父级对象的操作,因此任何...