asset in the Project window.
The rigged character model (in this case, the astronaut “Astrella”) has a specific configuration of bones which are mapped to Unityrsquo;s common Avatar format. This mapping is stored as an Avatar asset as part of the imported character model, and also appears in the Project window as shown.
When animating the character model, it has an Animator component attached. In the Inspector view shown above, you can see the Animator Component which has both the Animator Controller and the Avatar assigned. The animator uses these together to animate the model. The Avatar reference is only necessary when animating a humanoid character. For other types of animation, only an Animator Controller is required.
Unityrsquo;s animation system (Known as “Mecanim”) comes with a lot of concepts and terminology. If at any point, you need to find out what something means, go to our Animation Glossary.
Legacy animation system
While Mecanim is recommended for use in most situations, Unity has retained its legacy animation system which existed before Unity 4. You may need to use when working with older content created before Unity 4. For information on the Legacy animation system, see this section
Unity intends to phase out the Legacy animation system over time for all cases by merging the workflows into Mecanim.
Animation Clips
Animation Clips are one of the core elements to Unityrsquo;s animation system. Unity supports importing animation from external sources, and offers the ability to create animation clips from scratch within the editor using the Animation window.
Animation from External Sources
Animation clips imported from external sources could include:
Humanoid animations captured at a motion capture studio
Animations created from scratch by an artist in an external 3D application (such as 3DS Max or Maya)
Animation sets from 3rd-party libraries (eg, from Unityrsquo;s asset store)
Multiple clips cut and sliced from a single imported timeline.
Animation Created and Edited Within Unity
Unityrsquo;s Animation Window also allows you to create and edit animation clips. These clips can animate:
The position, rotation and scale of GameObjects
Component properties such as material colour, the intensity of a light, the volume of a sound
Properties within your own scripts including float, int, Vector and boolean variables
The timing of calling functions within your own scripts
Animation from External Sources
Overview of Imported Animation
Animation from external sources is imported into Unity in the same way as regular 3D files. These files, whether theyrsquo;re generic FBX files or native formats from 3D software such as Maya, Cinema 4D, 3D Studio Max, can contain animation data in the form of a linear recording of the movements of objects within the file.
In some situations the object to be animated (eg, a character) and the animations to go with it can be present in the same file. In other cases, the animations may exist in a separate file to the model to be animated.
It may be that animations are specific to a particular model, and cannot be re-used on other models. For example, a giant octopus end-boss in your game might have a unique arrangement of limbs and bones, and its own set of animations.
In other situations, it may be that you have a library of animations which are to be used on various different models in your scene. For example, a number of different humanoid characters might all use the same walk and run animations. In these situations, itrsquo;s common to have a simple placeholder model in your animation files for the purposes of previewing them. Alternatively, it is possible to use animation files even if they have no geometry at all, just the animation data.
When importing multiple animations, the animations can each exist as separate files within your project folder, or you can extract multiple animation clips from a single FBX file if exported as takes from Motion builder or with a plugin / script for Maya, Max or other 3D packages. You might want to do this if your file contains multiple separate animations arranged on a single timeline. For example, a long motion captured timeline might contain the animation for a few different jump motions, and you may want to cut out certain sections of this to use as individual clips and discard the rest. Unity provides animation cutting tools to achieve this when you import all animations in one timeline by allowing you to select the frame range for each clip.
Importing Animation Files
Before any animation can be used in Unity, it must first be imported into your project. Unity can import native Maya (.mb or .ma), 3D Studio Max (.max) and Cinema 4D (.c4d) files, and also generic FBX files which can be exported from most animation packages (see this page for further details on exporting). To import an animation, simply drag the file to the Assets folder of your project. When you select the file in the Project View you can edit the Import Settings in the inspector.
Working with humanoid animations
The Mecanim Animation System is particularly well suited for working with animations for humanoid skeletons. Since humanoid skeletons are used extensively in games, Unity provides a specialized workflow, and an extended tool set for humanoid animations.
Because of the similarity in bone structure, it is pos
剩余内容已隐藏,支付完成后下载完整资料
原文来源:
Y. Desmedt. Some recent research aspects of threshold cryptography. In : E. Okamoto , G. Davida , M. Mambo , eds. Proc. the 1st Intrsquo;l Information Security Workshop, Lecture Notes in Computer Science 1396. New York : Spring-Verlag , 1997. 158~173
原文:
Untiy3D Animation
Unityrsquo;s Animation features include Retargetable animations, Full control of animation weights at runtime, Event calling from within the animation playback, Sophisticated State Machine hierarchies and transitions, Blend shapes for facial animations, and more.
Read this section to find out how to import and work with imported animation and how to animate objects, colours, and any other parameters within Unity itself.
Animation System Overview
Unity has a rich and sophisticated animation system (sometimes referred to as lsquo;Mecanimrsquo;). It provides:
Easy workflow and setup of animations for all elements of Unity including objects, characters, and properties.
Support for imported animation clips and animation created within Unity
Humanoid animation retargeting - the ability to apply animations from one character model onto another.
Simplified workflow for aligning animation clips.
Convenient preview of animation clips, transitions and interactions between them. This allows animators to work more independently of programmers, prototype and preview their animations before gameplay code is hooked in.
Management of complex interactions between animations with a visual programming tool.
Animating different body parts with different logic.
Layering and masking features
Animation workflow
Unityrsquo;s animation system is based on the concept of Animation Clips, which contain information about how certain objects should change their position, rotation, or other properties over time. Each clip can be thought of as a single linear recording. Animation clips from external sources are created by artists or animators with 3rd party tools such as Max or Maya, or come from motion capture studios or other sources.
Animation Clips are then organised into a structured flowchart-like system called an Animator Controller. The Animator Controller acts as a “State Machine” which keeps track of which clip should currently be playing, and when the animations should change or blend together.
A very simple Animator Controller might only contain one or two clips, for example to control a powerup spinning and bouncing, or to animate a door opening and closing at the correct time. A more advanced Animator Controller might contain dozens of humanoid animations for all the main characterrsquo;s actions, and might blend between multiple clips at the same time to provide a fluid motion as the player moves around the scene.
Unityrsquo;s Animation system also has numerous special features for handling humanoid characters which give you the ability to retargethumanoid animation from any source (Eg. motion capture, the asset store, or some other third-party animation library) to your own character model, as well as adjusting muscle definitions. These special features are enabled by Unityrsquo;s Avatar system, where humanoid characters are mapped to a common internal format.
Each of these pieces - the Animation Clips, the Animator Controller, and the Avatar, are brought together on a GameObject via theAnimator Component. This component has a reference to an Animator Controller, and (if required) the Avatar for this model. The Animator Controller, in turn, contains the references to the Animation Clips it uses.
The above diagram shows the following:
Animation clips are imported from an external source or created within Unity. In this example, they are imported motion captured humanoid animations.
The animation clips are placed and arranged in an Animator Controller. This shows a view of an Animator Controller in the Animator window. The States (which may represent animations or nested sub-state machines) appear as nodes connected by lines. This Animator Controller exists as an asset in the Project window.
The rigged character model (in this case, the astronaut “Astrella”) has a specific configuration of bones which are mapped to Unityrsquo;s common Avatar format. This mapping is stored as an Avatar asset as part of the imported character model, and also appears in the Project window as shown.
When animating the character model, it has an Animator component attached. In the Inspector view shown above, you can see the Animator Component
剩余内容已隐藏,支付完成后下载完整资料
资料编号:[254206],资料为PDF文档或Word文档,PDF文档可免费转换为Word
以上是毕业论文外文翻译,课题毕业论文、任务书、文献综述、开题报告、程序设计、图纸设计等资料可联系客服协助查找。