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网格:FBX 导入器 - 动画标签

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发表于 2013-1-24 17:55:43 |只看该作者 |倒序浏览
[Animations 动画]
Generation 生成
    Controls how animations are imported:
    控制以何种方式导入动画
        Don't Import 不导入
    No animation or skinning is imported.
    没有动画或蒙皮被导入
        Store in Original Roots 存储在原始根
    Animations are stored in the root objects of your animation package (these might be different from the root objects in Unity).
    动画将被存储在你的动画包中的根物体上(注意不是unity中的根物体)
        Store in Nodes 存储在节点
    Animations are stored together with the objects they animate. Use this when you have a complex animation setup and want full scripting control.
    动画和施加动画的物体一起储存。当你的动画复杂度比较高并且你想获得全面的脚本控制时选择这个选项
        Store in Root 存储在根
    Animations are stored in the scene's transform root objects. Use this when animating anything that has a hierarchy.
    动画存储在视窗中的根物体上。当你的动画有层级关系时使用这个选项
    Bake Animations 烘焙动画
    Enable this when using IK or simulation in your animation package. Unity will convert to forward kinematics on import. This option is available only for maya, 3dsmax and cinema4d files.
    当你的动画包中有IK或者simulation时选择这个选项。Unity将转换为前向动力学导入,注意这个选项只对Maya, 3dsMax and Cinema4D文件起作用。
    Animation Wrap mode 动画播放模式
    The default Wrap Mode for the animation in the mesh being imported
    被导入网格体动画的默认播放方式
        Default 默认
    The animation plays as specified in the animation splitting options below.
    动画按下面定义的分割方式播放
        Once 一次
    The animation plays through to the end once and then stops.
    动画从头到尾播放一次
        Loop 循环
    The animation plays through and then restarts when the end is reached.
    动画播放到结束后又从头开始反复播放
        PingPong 乒乓
    The animation plays through and then plays in reverse from the end to the start, and so on.
    动画正序播放然后倒序播放
        ClampForever 永远固定
    The animation plays through but the last frame is repeated indefinitely. This is not the same as Once mode because playback does not technically stop at the last frame (which is useful when blending animations).
    动画播放到尾但是固定在最后一帧。这不同于Once模式因为动画的播放从技术上来说并未真正停止,(当需要连接两个动画时非常有用)
    Split Animations 分割动画
    If you have multiple animations in a single file, you can split it into multiple clips.
    如果你在一个文件中有很多动画,你可以将它们分割为多个动画片段
        Name 名称
    The name of the split animation clip
    动画片段的名称
        Start 起始
    The first frame of this clip in the model file
    模型文件中这个片段的第一帧
        End 结束
    The last frame of this clip in the model file
    模型文件中这个片段的最后一帧
        WrapMode 循环模式
    What the split clip does when the end of the animation is reached (this is identical to the wrap mode option described above).
    当片段结束时其循环方式(和前述的播放方式一致)
        Loop 循环
    Depending on how the animation was created, one extra frame of animation may be required for the split clip to loop properly. If your looping animation doesn't look correct, try enabling this option.
    根据整体动画的创建方式,为了使一个分割片段动画可以正常循环,往往需要额外的一帧。如果你觉得你的片段循环看起来有点不正常,试试这个选项。
    [Animation Compression 动画压缩]
Anim. Compression 动画压缩
    The type of compression that will be applied to this mesh's animation(s)
    选定网格体动画的压缩方式
        Off 关闭
    Disables animation compression. This means that Unity doesn't reduce keyframe count on import, which leads to the highest precision animations, but slower performance and bigger file and&nbsp***ntime memory size. It is generally not advisable to use this option - if you need higher precision animation, you should enable keyframe reduction and lower allowed Animation Compression Error values instead.
    关闭动画压缩。Unity将不减少导入的动画帧,意味着最高的精确度。但同时意味着低的执行效率和更高的文件体积以及内存占用。一般情况下不建议这么做 - -如果你想得到更高的精确度,可以这么做:打开Keyframe Reduction、降低Animation Compression Error值
        Keyframe Reduction 减少关键帧
    Reduces keyframes on import. If selected, the Animation Compression Errors options are displayed.
    导入时打开关键帧压缩,如果选择,Animation Compression Errors将不可用
        Keyframe Reduction and Compression 减少关键帧并压缩
    Reduces keyframes on import and compresses keyframes when storing animations in files. This affects only file size - the&nbsp***ntime memory size is the same as Keyframe Reduction. If selected, the Animation Compression Errors options are displayed.
    导入时打开关键帧压缩、并且再次存储为文件时又压缩关键帧。这个选项之和文件体积有关 – 执行时内存与单独打开Keyframe Reduction时不变化。如果选择,Animation Compression Errors将不可用
    Animation Compression Errors 动画压缩误差
    These options are available only when keyframe reduction is enabled.
    这些选项只有在“keyframe reduction”打开时才可用
        Rotation Error 旋转误差
    Defines how much rotation curves should be reduced. The smaller value you use - the higher precision you get.
    定义有多少旋转轨迹将被去除。值越小,精确度越高
        Position Error 位置误差
    Defines how much position curves should be reduced. The smaller value you use - the higher precision you get.
    定义有多少位置轨迹将被去除。值越小,精确度越高
        Scale Error 缩放误差
    Defines how much scale curves should be reduced. The smaller value you use - the higher precision you get.
    定义有多少缩放轨迹将被去除。值越小,精确度越高For properties of AnimationClip, go to the AnimationClip reference page动画片段属性参见AnimationClip参考页面
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