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[Unity 组件参考手册]桌面:动画视图指南之带有多个活动部件的对象

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发表于 2013-2-18 17:10:15 |只看该作者 |倒序浏览
You may want to animate Game Objects that have multiple moving parts, such as a gun turret with a moving barrel, or a character with many body parts. All the parts can be animated by a single Animation component on the parent, although it is useful to have additional Animation components on the children in some cases.可能要制作动画的游戏对象,有多个运动部件,如炮塔移动炮筒,或有许多身体部位一个角色。所有的部件都可以由一个单一的对父动画元件进行动画处理,子物体身上额外的动画组件在某些情况下,是非常有用的。
Animating Child Game ObjectsThe Game Object hierarchy is shown in the panel to the left of the Animation View.在动画视图中左侧,展示了游戏物体的层次。You can access the children of a Game Object by using the foldout triangle next to the object's name. The properties of child objects can be animated just like those of the parent.你可以点击物体名称左侧的三角符号,展开或关闭查看其子物体。子物体的属性就像其父物体一样可编辑。
Child Game Objects can be folded out in the Animation View.
在游戏视图中,游戏子物体可以折叠隐藏 。Alternatively you can select just the child Game Object you want to animate from the Hierarchy panel or the scene view. When you do this, only the child object is shown in the property list, although the animation data is still handled by the Animation component on the parent.另外,你可以从层次面板和场景视图中选择游戏子物体,制作你想要的动画。如果你这么做,虽然会显示子物体的属性,但是动画组件还是在 其父物体身上。
The child Game Objects selected in the Hierarchy View are shown in the Animation View.
在层次面板中选中游戏子物体,游戏视图中显示子物体的属性。
Handling Multiple Animation Components 处理多个动画组件If both a parent object and one of its children both have an Animation component then either component can animate the child object. The property list can be used to select which one you want to use.如果一个父物体和其子物体都有动画组件,那么两者都可以改变其子物体。可以从属性中。选择其中一个使用。
Select the Animation component you want to edit from the property list
从动画组件中,选择要编辑的动画As an example, you may have a multiple characters (a hero and sidekick, say) that each have their own Animation component. You could have another Game Object in the same scene whose Animation component is used for controlling cutscenes. The cutscene might involve both the hero and sidekick characters walking around, which could be achieved by animating their positions from the cutscene controller. However, both characters would need to be children of the cutscene object to be controlled by its Animation component.举个例子,你可能有多个子物体(比如说,英雄和其搭档),并且他们都有自己的动画组件。 你可能会有另一个游戏对象在同一场景的动画组件是用于控制场面。 动画可能涉及的英雄和其搭档的走动,这可能是通过他们位置从场景控制器实现的。然而,两者都需要通过子物体的动画组件控制动画。  【来源:互联网】
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