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角色动画(Character Animation)文档翻译(二)

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发表于 2011-8-12 10:54:32 |只看该作者 |倒序浏览
Animation Layers
动画层次
Layers are an incredibly useful concept that allow you to group animations and prioritize weighting.
In Unity's animation system, you can blend between as many animation clips as you want. You can assign blend weights manually or simply use animation.CrossFade(), which will animate the weight automatically.
层次是一个令人惊讶的使用观念,允许你分组动画和区分权重.在Unity动画系统,你能混合你想要的任意多的动画片段.你能指定混合权重手动或简单的使用animation.CrossFade(),这是动画的自动权重.
Blend weights are always normalized before being applied
混合权重总是正常的在应用之前
Let's say you have a walk cycle and a***n cycle, both have a weight of 1 (100%). When Unity generates the final animation it will normalize the weights, which means walk will contribute 50% to the animation, the***n cycle will also contribute 50%.
我们假定你有一个走路循环和一个跑步循环,每个都有权重为1(100%).当Unity产生最终动画他将恢复正常权重,意思是走路贡献为50%动画,跑步也贡献50%.
This is all very nice, but often you want to prioritize which animation receives most weight when there are two animations playing. Surely you could just make sure that the weight sums up to 100% manually, but it is a lot easier to use layers for this purpose.
这很好,但是有时你想要区分2个同时演奏的动画那一个有更多的权重.当然你要确保权重之和为100%,但是他使用层次可以很容易的达到这个目的.
Layering Example
层次例子
As an example, you might have a shoot animation, an idle and a walk cycle. You will want to continously fade between the walk and idle animation based on the player's speed. But when the player shoots you want to only show the shoot animation. Thus the shoot animation essentially has a higher priority.
一个例子,你可能有一个射击动画,一个空闲和走路循环.你将想要基于玩家的速度逐渐褪去走路和空闲的动画.但是当玩家开火你想要值展示开火动画.因此开火动画本质上有更高的权力.
The easiest way to do this is to simply keep playing the walk and idle animations while shooting. Then we need to make sure that the shoot animation is in a higher layer than idle and walk. This means the shoot animation will receive blend weights first. The walk and idle animation will receive weights only if the shoot animation doesn't use all of the 100% blend weights. So when CrossFading the shoot animation in, the weight will start out at zero and over a short period become 100%. In the beginning the walk and idle layer will still receive blend weights but when the shoot animation is completely faded in, they will receive no weights at all. This is exactly what we need!
简单的方法是保持走路和空闲动画在开火时.这样我们需要使开火的动画层次高于空闲和走路.意思是射击动画将有最高权重.走路和空闲动画只有在射击动画不使用100%混合权重使才能接收权重.所有当射击动画在CrossFading里,权重将从0开始一会到达100%.开始时走路和空闲层次将任然接收混合权重,知道射击动画完成逐渐增强,他们将不接收权重.我们需要严格执行!
function Start ()
{
   // Set all animations to loop设置所有动画为循环状态
   animation.wrapMode = WrapMode.Loop;
   // except shooting除了射击
   animation["shoot"].wrapMode = WrapMode.Once;

   // Put idle and walk into lower layers (The default layer is always 0)放置空闲和走路到底层次(缺省为0)
   // This will do two things这里做2件事
   // Since shoot and idle/walk are in different layers they will not affect射击和空闲/走路在不同层次没影响
   // each other's playback when calling CrossFade.当呼叫CrossFade重放每个
   // Since shoot is in a higher layer, the animation will replace idle/walk射击在高层次,他取代空闲和走路
   //   animations when faded in.动画将逐渐增强
   animation["shoot"].layer = 1;

   // Stop animations that are already playing停止动画确实在演奏时
   //(In case user forgot to disable play automatically)别忘了关闭自动播放
   animation.Stop();
}

function Update () {
   // Based on the key that is pressed,基于按下键
   // play the walk animation or the idle animation演奏走路或空闲动画
   if (Mathf.Abs(Input.GetAxis("Vertical")) > 0.1)
      animation.CrossFade("walk");
   else
      animation.CrossFade("idle");

   // Shoot射击
   if (Input.GetButtonDown ("Fire1"))
      animation.CrossFade("shoot");
}
By default the animation.Play() and animation.CrossFade() will stop or fade out animations that are in the same layer. This is exactly what we want in most cases. In our shoot, idle,***n example, playing idle and***n will not affect the shoot animation and vice versa (you can change this behaviour with an optional parameter to animation.CrossFade if you like).
缺省的animation.Play()和animation.CrossFade() 将停止或减弱动画在相同的层次.你想要避免这是严格的.在我们的射击,空闲,跑步例子,演奏空闲和跑步将不影响射击动画反之也可以(你可以改变行为通过设置一个参数给animation.CrossFade如果你想).
Additive Animations and Animation Mixing
添加动画和动画混合
Additive Animations and Animation mixing allow you to cut down on the number of animations you have to create for your game, and are important for creating facial animations.
添加动画和动画混合允许你减少你创建的游戏的动画数量,且很重要的创建面部动画.
Let's say you want to create a character that leans to the sides when***nning and turning.
我们假设你想要创建一个角色倾向一边当跑步和转弯时.
You already made a walk and***n cycle, now you could make individual walk-lean-left, walk-lean-right,***n-lean-left,***n-lean-right animations.
你已经有了走路和跑步循环,现在你要制作单独的左倾向走,右倾向走,左倾向跑,右倾向跑动画.
But that means you just qua***pled the amount of animation work! Creating a huge amount of animations is not feasiable. Additive animations and Mixing to the rescue!
但是这样意味着你有翻倍数量的动画工作!创建一个庞大的动画数量不是可取的.添加动画和混合能解决!
Additive Animation Example
添加动画例子
Additive animations allow you to overlay the effects of animation on top of any others that may be playing. When making additive animations, Unity will calculate the difference between the first frame in the animation clip and the current frame. Then it will apply this difference on top of all other playing animations.
添加动画允许你覆盖动画效果到另一个之上演奏.当使用添加动画,Unity将计算动画片段的第一帧和现在帧的不同.接着他将应用这种不同到所有其他动画上.
Now you only have to make a lean-left and lean-right animation. Unity will then layer this animation on top of the walk, idle or***n cycle.
现在你值有偏左和偏右动画.Unity将放置这个动画层次高于走路,空闲或跑步循环.
Here is the code to make that happen:
这是制造这些的代码:
private var leanLeft : AnimationState;
private var leanRight : AnimationState;

function Start ()
{
   leanLeft = animation["leanLeft"];
   leanRight = animation["leanRight"];
   // Put the leaning animation in a seperate layer设置偏向动画在指定层
   // So that other calls to CrossFade won't affect it.所有呼叫CrossFade不会影响他
   leanLeft.layer = 10;
   leanRight.layer = 10;
   // Set the lean animation to be additive设置偏向动画为添加物
   leanLeft.blendMode = AnimationBlendMode.Additive;
   leanRight.blendMode = AnimationBlendMode.Additive;

   // Set the lean animation ClampForever设置偏向动画ClampForever
   // With ClampForever animation's will not automatically设置ClampForever动画不自动播放
   // stop when reaching the end of the clip停止当到片段最后
   leanLeft.wrapMode = WrapMode.ClampForever;
   leanRight.wrapMode = WrapMode.ClampForever;
   // Enable the animation and fade it in completely激活动画和逐渐增强到完全
   // We don't use animation.Play here because we manually adjust the time我们不使用animation.Play因为要手动调整时间
   // in the Update function.在Update函数里
   // Instead we just enable the animation and set it to full weight替代我们激活的动画和设置他为完全权重
   leanRight.enabled = ***e;
   leanLeft.enabled = ***e;
   leanRight.weight = 1.0;
   leanLeft.weight = 1.0;
   // For testing just play***n animation and loop it尝试运行动画和循环他
   animation["walk"].wrapMode = WrapMode.Loop;
   animation.Play("walk");
}
// Every frame just set the normalized time每帧设置为正常时间
// based on how much lean we want to apply基于我们要应用的偏向有多少
function Update ()
{
   var lean = Input.GetAxis("Horizontal");
   // normalizedTime is 0 at the first frame and 1 at the last frame in the clip 。normalizedTime在片段的第一帧为0和在最后帧为1
   leanLeft.normalizedTime = -lean;
   leanRight.normalizedTime = lean;
}
Tip: When using Additive animations it is critical that you are also playing some other non-additive animation on every transform that is also used in the additive animation, otherwise the animations will add on top of the last frame's result. This is most certainly not what you want.
建议:当使用添加动画,关键是你既要使用没有添加动画在每个改变,又要使用添加动画,不同的是动画将在最后帧的结果上.这必然不是你想要的.
Procedurally animating characters
程序控制动画角色
Sometimes you want to animate the bones of your character procedurally. For example you might want the head of your character to look at a specific point in 3D space. This is best done with a script. Fortunately, Unity makes this very easy. In Unity all bones are just Transforms which drive the skinned mesh. Thus you can script bones of a character just like any other GameObject.
有时你想要拉动你的角色骨骼通过程序.例如你可能想要你的角色的头看向3D空间的某点.这用脚本很好解决.幸好,Unity做这个很简单.在Unity所有的骨骼是改变驱使表皮网格.因此你能脚本骨骼角色,像其他游戏物体一样.
One important thing to know is that the animation system updates the Transforms after the Update() function and before the LateUpdate() function is called. Thus if you want to do a LookAt() function you should do that in LateUpdate() to make sure that you are really overriding the animation.
要知道的一个很重要的事情是动画系统是在Update()函数之后更新改变,和在LateUpdate()函数之前被呼叫.因此如果你想要使用LookAt()函数,你要让他在LateUpdate()里面,以确保你的动画确实高于一切.
Ragdolls are created in the same way. You simply have to attach Rigidbodies, Character Joints and Capsule Colliders to the different bones. This will then physically animate your skinned character.
玩偶被创建有相同的方式.你直接附上刚体,角色联合和碰撞仓给不同的骨骼.这将为身体动画你的表皮角色.
Finally
最后
You have learned how to make a basic character animation please see the projects for in-depth examples of character animation and the animation script interface.
你已经学习怎样创建一个基本的角色动画,请看projects里的深入角色动画例子和animation script interface.



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动画层次
Layers are an incredibly useful concept that allow you to group animations and prioritize weighting.
In Unity's animation system, you can blend between as many animation clips as you want. You can assign blend weights manually or simply use animation.CrossFade(), which will animate the weight automatically.
层次是一个令人惊讶的使用观念,允许你分组动画和区分权重.在Unity动画系统,你能混合你想要的任意多的动画片段.你能指定混合权重手动或简单的使用animation.CrossFade(),这是动画的自动权重.
Blend weights are always normalized before being applied
混合权重总是正常的在应用之前
Let's say you have a walk cycle and a***n cycle, both have a weight of 1 (100%). When Unity generates the final animation it will normalize the weights, which means walk will contribute 50% to the animation, the***n cycle will also contribute 50%.
我们假定你有一个走路循环和一个跑步循环,每个都有权重为1(100%).当Unity产生最终动画他将恢复正常权重,意思是走路贡献为50%动画,跑步也贡献50%.
This is all very nice, but often you want to prioritize which animation receives most weight when there are two animations playing. Surely you could just make sure that the weight sums up to 100% manually, but it is a lot easier to use layers for this purpose.
这很好,但是有时你想要区分2个同时演奏的动画那一个有更多的权重.当然你要确保权重之和为100%,但是他使用层次可以很容易的达到这个目的.
Layering Example
层次例子
As an example, you might have a shoot animation, an idle and a walk cycle. You will want to continously fade between the walk and idle animation based on the player's speed. But when the player shoots you want to only show the shoot animation. Thus the shoot animation essentially has a higher priority.
一个例子,你可能有一个射击动画,一个空闲和走路循环.你将想要基于玩家的速度逐渐褪去走路和空闲的动画.但是当玩家开火你想要值展示开火动画.因此开火动画本质上有更高的权力.
The easiest way to do this is to simply keep playing the walk and idle animations while shooting. Then we need to make sure that the shoot animation is in a higher layer than idle and walk. This means the shoot animation will receive blend weights first. The walk and idle animation will receive weights only if the shoot animation doesn't use all of the 100% blend weights. So when CrossFading the shoot animation in, the weight will start out at zero and over a short period become 100%. In the beginning the walk and idle layer will still receive blend weights but when the shoot animation is completely faded in, they will receive no weights at all. This is exactly what we need!
简单的方法是保持走路和空闲动画在开火时.这样我们需要使开火的动画层次高于空闲和走路.意思是射击动画将有最高权重.走路和空闲动画只有在射击动画不使用100%混合权重使才能接收权重.所有当射击动画在CrossFading里,权重将从0开始一会到达100%.开始时走路和空闲层次将任然接收混合权重,知道射击动画完成逐渐增强,他们将不接收权重.我们需要严格执行!
function Start ()
{
   // Set all animations to loop设置所有动画为循环状态
   animation.wrapMode = WrapMode.Loop;
   // except shooting除了射击
   animation["shoot"].wrapMode = WrapMode.Once;

   // Put idle and walk into lower layers (The default layer is always 0)放置空闲和走路到底层次(缺省为0)
   // This will do two things这里做2件事
   // Since shoot and idle/walk are in different layers they will not affect射击和空闲/走路在不同层次没影响
   // each other's playback when calling CrossFade.当呼叫CrossFade重放每个
   // Since shoot is in a higher layer, the animation will replace idle/walk射击在高层次,他取代空闲和走路
   //   animations when faded in.动画将逐渐增强
   animation["shoot"].layer = 1;

   // Stop animations that are already playing停止动画确实在演奏时
   //(In case user forgot to disable play automatically)别忘了关闭自动播放
   animation.Stop();
}

function Update () {
   // Based on the key that is pressed,基于按下键
   // play the walk animation or the idle animation演奏走路或空闲动画
   if (Mathf.Abs(Input.GetAxis("Vertical")) > 0.1)
      animation.CrossFade("walk");
   else
      animation.CrossFade("idle");

   // Shoot射击
   if (Input.GetButtonDown ("Fire1"))
      animation.CrossFade("shoot");
}
By default the animation.Play() and animation.CrossFade() will stop or fade out animations that are in the same layer. This is exactly what we want in most cases. In our shoot, idle,***n example, playing idle and***n will not affect the shoot animation and vice versa (you can change this behaviour with an optional parameter to animation.CrossFade if you like).
缺省的animation.Play()和animation.CrossFade() 将停止或减弱动画在相同的层次.你想要避免这是严格的.在我们的射击,空闲,跑步例子,演奏空闲和跑步将不影响射击动画反之也可以(你可以改变行为通过设置一个参数给animation.CrossFade如果你想).
Additive Animations and Animation Mixing
添加动画和动画混合
Additive Animations and Animation mixing allow you to cut down on the number of animations you have to create for your game, and are important for creating facial animations.
添加动画和动画混合允许你减少你创建的游戏的动画数量,且很重要的创建面部动画.
Let's say you want to create a character that leans to the sides when***nning and turning.
我们假设你想要创建一个角色倾向一边当跑步和转弯时.
You already made a walk and***n cycle, now you could make individual walk-lean-left, walk-lean-right,***n-lean-left,***n-lean-right animations.
你已经有了走路和跑步循环,现在你要制作单独的左倾向走,右倾向走,左倾向跑,右倾向跑动画.
But that means you just qua***pled the amount of animation work! Creating a huge amount of animations is not feasiable. Additive animations and Mixing to the rescue!
但是这样意味着你有翻倍数量的动画工作!创建一个庞大的动画数量不是可取的.添加动画和混合能解决!
Additive Animation Example
添加动画例子
Additive animations allow you to overlay the effects of animation on top of any others that may be playing. When making additive animations, Unity will calculate the difference between the first frame in the animation clip and the current frame. Then it will apply this difference on top of all other playing animations.
添加动画允许你覆盖动画效果到另一个之上演奏.当使用添加动画,Unity将计算动画片段的第一帧和现在帧的不同.接着他将应用这种不同到所有其他动画上.
Now you only have to make a lean-left and lean-right animation. Unity will then layer this animation on top of the walk, idle or***n cycle.
现在你值有偏左和偏右动画.Unity将放置这个动画层次高于走路,空闲或跑步循环.
Here is the code to make that happen:
这是制造这些的代码:
private var leanLeft : AnimationState;
private var leanRight : AnimationState;

function Start ()
{
   leanLeft = animation["leanLeft"];
   leanRight = animation["leanRight"];

   // Put the leaning animation in a seperate layer设置偏向动画在指定层
   // So that other calls to CrossFade won't affect it.所有呼叫CrossFade不会影响他
   leanLeft.layer = 10;
   leanRight.layer = 10;

   // Set the lean animation to be additive设置偏向动画为添加物
   leanLeft.blendMode = AnimationBlendMode.Additive;
   leanRight.blendMode = AnimationBlendMode.Additive;

   // Set the lean animation ClampForever设置偏向动画ClampForever
   // With ClampForever animation's will not automatically设置ClampForever动画不自动播放
   // stop when reaching the end of the clip停止当到片段最后
   leanLeft.wrapMode = WrapMode.ClampForever;
   leanRight.wrapMode = WrapMode.ClampForever;

   // Enable the animation and fade it in completely激活动画和逐渐增强到完全
   // We don't use animation.Play here because we manually adjust the time我们不使用animation.Play因为要手动调整时间
   // in the Update function.在Update函数里
   // Instead we just enable the animation and set it to full weight替代我们激活的动画和设置他为完全权重
   leanRight.enabled = ***e;
   leanLeft.enabled = ***e;
   leanRight.weight = 1.0;
   leanLeft.weight = 1.0;

   // For testing just play***n animation and loop it尝试运行动画和循环他
   animation["walk"].wrapMode = WrapMode.Loop;
   animation.Play("walk");
}

// Every frame just set the normalized time每帧设置为正常时间
// based on how much lean we want to apply基于我们要应用的偏向有多少
function Update ()
{
   var lean = Input.GetAxis("Horizontal");
   // normalizedTime is 0 at the first frame and 1 at the last frame in the clip 。normalizedTime在片段的第一帧为0和在最后帧为1
   leanLeft.normalizedTime = -lean;
   leanRight.normalizedTime = lean;
}
Tip: When using Additive animations it is critical that you are also playing some other non-additive animation on every transform that is also used in the additive animation, otherwise the animations will add on top of the last frame's result. This is most certainly not what you want.
建议:当使用添加动画,关键是你既要使用没有添加动画在每个改变,又要使用添加动画,不同的是动画将在最后帧的结果上.这必然不是你想要的.
Procedurally animating characters
程序控制动画角色
Sometimes you want to animate the bones of your character procedurally. For example you might want the head of your character to look at a specific point in 3D space. This is best done with a script. Fortunately, Unity makes this very easy. In Unity all bones are just Transforms which drive the skinned mesh. Thus you can script bones of a character just like any other GameObject.
有时你想要拉动你的角色骨骼通过程序.例如你可能想要你的角色的头看向3D空间的某点.这用脚本很好解决.幸好,Unity做这个很简单.在Unity所有的骨骼是改变驱使表皮网格.因此你能脚本骨骼角色,像其他游戏物体一样.
One important thing to know is that the animation system updates the Transforms after the Update() function and before the LateUpdate() function is called. Thus if you want to do a LookAt() function you should do that in LateUpdate() to make sure that you are really overriding the animation.
要知道的一个很重要的事情是动画系统是在Update()函数之后更新改变,和在LateUpdate()函数之前被呼叫.因此如果你想要使用LookAt()函数,你要让他在LateUpdate()里面,以确保你的动画确实高于一切.
Ragdolls are created in the same way. You simply have to attach Rigidbodies, Character Joints and Capsule Colliders to the different bones. This will then physically animate your skinned character.
玩偶被创建有相同的方式.你直接附上刚体,角色联合和碰撞仓给不同的骨骼.这将为身体动画你的表皮角色.
Finally
最后
You have learned how to make a basic character animation please see the projects for in-depth examples of character animation and the animation script interface.
你已经学习怎样创建一个基本的角色动画,请看projects里的深入角色动画例子和animation script interface.
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发表于 2012-3-13 23:19:20 |只看该作者
我是老实人,我来也!
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发表于 2012-3-16 19:43:39 |只看该作者

   
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发表于 2012-3-29 23:33:04 |只看该作者
读铁系缘分,顶铁系友情
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发表于 2012-4-13 23:23:40 |只看该作者
此地無銀。。。
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发表于 2012-4-17 23:30:01 |只看该作者
长了不少见识
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发表于 2012-4-27 23:19:19 |只看该作者
无聊时可以刷屏幕 灌水 也可以试试 帖子的标题究竟可以写多长
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我无语!
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很经典,很实用,学习了!
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水……生命之源……灌……
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