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2014-9-5 13:00:01 显示全部楼层 阅读模式

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General questions 一般问题We are using the animation Legacy System for the player animations, do you advise us to use Mecanim instead?
我们正在使用旧版动画系统做角色动画,换用Mecanim有什么建议吗?

Mecanim is the current animation tech that we are developing, and it will improve continuously. The legacy system is "as is"  To check out the features and cool stuff you can do with Mecanim check here: http://unity3d.com/unity/mecanim/
Mecanim是我们正在开发的动画技术,我们会不断更新它。旧版系统顾名思义。浏览新版系统的很酷的功能请见 http://unity3d.com/unity/mecanim/
how can I access Mecanim functions via script?
用脚本怎么使用Mecanim?

Most functions in Mecanim can be controlled by script,   but We are exposing the entire API in increments over the 4.x   development cycle
脚本能访问Mecanim的绝大多数功能,但在4.x开发周期中,我们会发布全部的动画api。
How can I create new animations for humanoid characters?
怎么创建类人动画?

You can animate in any of the 3D animation packages listed here How do I import objects from my 3D app? and import them into unity
你可以用这里介绍的3d动画包进行动画编辑如何从3d应用程序中导入物体,然后将它们导入unity。
In Mecanim, How can I change the motion of an State?
在Mecanim里,怎么修改动画状态?

You can use a write a controller script (or use one   from our demos) to interact with the State Machine which plays the   animations. Here ares some links:
你可以写一个控制脚本(或使用demo里的)来同播放动画的状态机进行交互。这里有些链接:
Import 导入Why is an animator added automatically to every mesh that's imported?
为什么每个模型导入后都会自动加一个动画?

Currently there are no methods by which to set import   defaults, but if you set the Rig to 'None' in the import settings, then   the Animator component will not be added - you can do this with multiple   files at once
目前没有设置导入默认的方法,但是如果在导入设置里把绑定设置成“None”,那么动画组件就不会被加入——你可以一次设定多个文件。
Layers 层Does it matter in what order the layers are in?
层次顺序是怎样有关系吗?

Yes. Layers are evaluated from the top one to the   bottom one. Layers set to 'override' will always override the previous   layers  (based on their mask, if they have mask)
是的。层是从顶部到底部进行计算的。设置成“override”的层会覆盖上一层(基于他们的遮罩,如果有的话)。
Is there a built in way to fade between layers?
有没有层间淡入淡出的内部方法?

There is no 'automatic' mode for layer weights. Using your own fade in/out can be good approach *
没有层权重的自动模式。使用自己的淡入淡出方法是很好的解决途径。
Is the base layer weight always supposed to be one or should the weight be set to zero when another synced layer is run?
当另一个同步层运行时,基层应该设置权重是0还是1?

The base layer weight is always 1, however setting layers to *override* will completely override the base layer.
基层总是1,但是设置成“override”的层会完全覆盖基层。
What happens if a synced layer has a different length to the corresponding state in the base layer?
如果一个同步层有相对于基层不同的长度会发生什么?

If layers would have different lengths, the synced layers would become unsynced.
如果层有不同长度,同步层会变得不同步。
Is there any way to get a variable value from the controller without the name in text format?
有没有什么方法不用text format的名字就能从控制器得到变量值?

You can use integers to identify the states and   parameters. Use the Animator::StringToHash to get the int identifiers.    For example:
你可以给状态和参数设整数id。使用Animator::StringToHash来设置整数id,比如:
runState = Animator.StringToHash("Base Layer.Run");  animator.SetBool (oneOffRun, false);
Avatars and body Masks 阿凡达和身体遮罩Is there a way to define what bones should be part of a body mask?
有没有办法定义一个作为身体遮罩一部分的骨骼?

Body mask are tightly bound to the humanoid re-targeting solver, so currently it is not possible.
身体遮罩是类人动物的重定位解决方案的轻量级包装,所以目前不行。
Is there a way to create more AvatarIKGoals than LeftFoot, RightFoot, LeftHand, RightHand?
有没有办法建立比LeftFoot, RightFoot, LeftHand, RightHand更多的AvatarIKGoals?

We have this on our roadmap
这已经写了在我们的开发日程上。
Animations curves and events 动画曲线和事件Can you add animation events to Mecanim?
能给Mecanim加入动画事件吗?

This is on our high priority roadmap. We suggest using   Additional animation curves on animation to 'simulate' events. Its not   exactly the same, but many of our users have had success with this!
这是我们高优先的开发日程。我们推荐在动画上使用额外动画曲线来模拟事件。这不是特别一样,但是许多用户用此方法很成功。
How do animations with Curves blend with animations without?
有曲线的动画怎么和无曲线的动画进行混合?

When you have an animation with a curve and another   animation without a curve, Unity will use the default value of the   parameter connected to the curve to do blending.   You can set default values for your Parameters, so when blending occurs   between a State that has the a 'Curve' Parameter and one that does not   have one, it will blend between curve value and default parameter.  To set a default value for a Parameter, simply set its value in the   Animator Tool window while not in LiveLink.
当你有一个动画有曲线,另一个动画没有曲线,Unity会使用链接到曲线的参数默认值进行混合。你可以为参数设置默认值,所以当有曲线参数的状态和没有的进行混合时,它会在曲线值和默认参数之间混合。设置参数值,只要在动画工具里设置而不是在实时链接里设置。


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2014-12-16 03:21:06 显示全部楼层
谢谢分享,受教了,楼主辛苦了。
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