Unity3DAnimation外文文献.docx
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Unity3DAnimation外文文献.docx
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Unity3DAnimation外文文献
Untiy3DAnimation
Unity’sAnimationfeaturesincludeRetargetableanimations,Fullcontrolofanimationweightsatruntime,Eventcallingfromwithintheanimationplayback,SophisticatedStateMachinehierarchiesandtransitions,Blendshapesforfacialanimations,andmore.
Readthissectiontofindouthowtoimportandworkwithimportedanimationandhowtoanimateobjects,colours,andanyotherparameterswithinUnityitself.
AnimationSystemOverview
Unityhasarichandsophisticatedanimationsystem(sometimesreferredtoas‘Mecanim’).Itprovides:
EasyworkflowandsetupofanimationsforallelementsofUnityincludingobjects,characters,andproperties.
Supportforimported animationclips andanimationcreatedwithinUnity
Humanoidanimation retargeting -theabilitytoapplyanimationsfromonecharactermodelontoanother.
Simplifiedworkflowforaligninganimationclips.
Convenientpreviewofanimationclips,transitionsandinteractionsbetweenthem.Thisallowsanimatorstoworkmoreindependentlyofprogrammers,prototypeandpreviewtheiranimationsbeforegameplaycodeishookedin.
Managementofcomplexinteractionsbetweenanimationswithavisualprogrammingtool.
Animatingdifferentbodypartswithdifferentlogic.
Layeringandmaskingfeatures
Animationworkflow
Unity’sanimationsystemisbasedontheconceptof AnimationClips,whichcontaininformationabouthowcertainobjectsshouldchangetheirposition,rotation,orotherpropertiesovertime.Eachclipcanbethoughtofasasinglelinearrecording.Animationclipsfromexternalsourcesarecreatedbyartistsoranimatorswith3rdpartytoolssuchasMaxorMaya,orcomefrommotioncapturestudiosorothersources.
AnimationClipsarethenorganisedintoastructuredflowchart-likesystemcalledanAnimatorController.TheAnimatorControlleractsasa“StateMachine”whichkeepstrackofwhichclipshouldcurrentlybeplaying,andwhentheanimationsshouldchangeorblendtogether.
AverysimpleAnimatorControllermightonlycontainoneortwoclips,forexampletocontrolapowerupspinningandbouncing,ortoanimateadooropeningandclosingatthecorrecttime.AmoreadvancedAnimatorControllermightcontaindozensofhumanoidanimationsforallthemaincharacter’sactions,andmightblendbetweenmultipleclipsatthesametimetoprovideafluidmotionastheplayermovesaroundthescene.
Unity’sAnimationsystemalsohasnumerousspecialfeaturesforhandlinghumanoidcharacterswhichgiveyoutheabilityto retargethumanoidanimationfromanysource(Eg.motioncapture,theassetstore,orsomeotherthird-partyanimationlibrary)toyourowncharactermodel,aswellasadjusting muscledefinitions.ThesespecialfeaturesareenabledbyUnity’s Avatar system,wherehumanoidcharactersaremappedtoacommoninternalformat.
Eachofthesepieces-the AnimationClips,the AnimatorController,andthe Avatar,arebroughttogetheronaGameObjectviatheAnimatorComponent.ThiscomponenthasareferencetoanAnimatorController,and(ifrequired)theAvatarforthismodel.TheAnimatorController,inturn,containsthereferencestothe AnimationClips ituses.
Theabovediagramshowsthefollowing:
AnimationclipsareimportedfromanexternalsourceorcreatedwithinUnity.Inthisexample,theyareimportedmotioncapturedhumanoidanimations.
TheanimationclipsareplacedandarrangedinanAnimatorController.ThisshowsaviewofanAnimatorControllerintheAnimatorwindow.TheStates(whichmayrepresentanimationsornestedsub-statemachines)appearasnodesconnectedbylines.ThisAnimatorControllerexistsasanassetintheProjectwindow.
Theriggedcharactermodel(inthiscase,theastronaut“Astrella”)hasaspecificconfigurationofboneswhicharemappedtoUnity’scommon Avatar format.ThismappingisstoredasanAvatarassetaspartoftheimportedcharactermodel,andalsoappearsintheProjectwindowasshown.
Whenanimatingthecharactermodel,ithasanAnimatorcomponentattached.IntheInspectorviewshownabove,youcanseethe AnimatorComponent whichhasboththe AnimatorController andthe Avatar assigned.Theanimatorusesthesetogethertoanimatethemodel.TheAvatarreferenceisonlynecessarywhenanimatingahumanoidcharacter.Forothertypesofanimation,onlyanAnimatorControllerisrequired.
Unity’sanimationsystem(Knownas“Mecanim”)comeswithalotofconceptsandterminology.Ifatanypoint,youneedtofindoutwhatsomethingmeans,gotoour AnimationGlossary.
Legacyanimationsystem
WhileMecanimisrecommendedforuseinmostsituations,UnityhasretaineditslegacyanimationsystemwhichexistedbeforeUnity4.YoumayneedtousewhenworkingwitholdercontentcreatedbeforeUnity4.ForinformationontheLegacyanimationsystem,see thissection
UnityintendstophaseouttheLegacyanimationsystemovertimeforallcasesbymergingtheworkflowsintoMecanim.
AnimationClips
AnimationClipsareoneofthecoreelementstoUnity’sanimationsystem.Unitysupportsimportinganimationfromexternalsources,andofferstheabilitytocreateanimationclipsfromscratchwithintheeditorusingtheAnimationwindow.
AnimationfromExternalSources
Animationclipsimportedfromexternalsourcescouldinclude:
Humanoidanimationscapturedatamotioncapturestudio
Animationscreatedfromscratchbyanartistinanexternal3Dapplication(suchas3DSMaxorMaya)
Animationsetsfrom3rd-partylibraries(eg,fromUnity’sassetstore)
Multipleclipscutandslicedfromasingleimportedtimeline.
AnimationCreatedandEditedWithinUnity
Unity’sAnimationWindowalsoallowsyoutocreateandeditanimationclips.Theseclipscananimate:
Theposition,rotationandscaleofGameObjects
Componentpropertiessuchasmaterialcolour,theintensityofalight,thevolumeofasound
Propertieswithinyourownscriptsincludingfloat,int,Vectorandbooleanvariables
Thetimingofcallingfunctionswithinyourownscripts
AnimationfromExternalSources
OverviewofImportedAnimation
AnimationfromexternalsourcesisimportedintoUnityinthesamewayasregular3Dfiles.Thesefiles,whetherthey’regenericFBXfilesornativeformatsfrom3DsoftwaresuchasMaya,Cinema4D,3DStudioMax,cancontainanimationdataintheformofalinearrecordingofthemovementsofobjectswithinthefile.
Insomesituationstheobjecttobeanimated(eg,acharacter)andtheanimationstogowithitcanbepresentinthesamefile.Inothercases,theanimationsmayexistinaseparatefiletothemodeltobeanimated.
Itmaybethatanimationsarespecifictoaparticularmodel,andcannotbere-usedonothermodels.Forexample,agiantoctopusend-bossinyourgamemighthaveauniquearrangementoflimbsandbones,anditsownsetofanimations.
Inothersituations,itmaybethatyouhavealibraryofanimationswhicharetobeusedonvariousdifferentmodelsinyourscene.Forexample,anumberofdifferenthumanoidcharactersmightallusethesamewalkandrunanimations.Inthesesituations,it’scommontohaveasimpleplaceholdermodelinyouranimationfilesforthepurposesofpreviewingthem.Alternatively,itispossibletouseanimationfileseveniftheyhavenogeometryatall,justtheanimationdata.
Whenimportingmultipleanimations,theanimationscaneachexistasseparatefileswithinyourprojectfolder,oryoucanextractmultipleanimationclipsfromasingleFBXfileifexportedastakesfromMotionbuilderorwithaplugin/scriptforMaya,Maxorother3Dpackages.Youmightwanttodothisifyourfilecontainsmultipleseparateanimationsarrangedonasingletimeline.Forexample,alongmotioncapturedtimelinemightcontaintheanimationforafewdifferentjumpmotions,andyoumaywanttocutoutcertainsectionsofthistouseasindividualclipsanddiscardtherest.Unityprovidesanimationcuttingtoolstoachievethiswhenyouimportallanimationsinonetimelinebyallowingyoutoselecttheframerangeforeachclip.
ImportingAnimationFiles
BeforeanyanimationcanbeusedinUnity,itmustfirstbeimportedintoyourproject.UnitycanimportnativeMaya(.mbor.ma),3DStudioMax(.max)andCinema4D(.c4d)files,andalsogenericFBXfileswhichcanbeexportedfrommostanimationpackages(see thispage forfurtherdetailsonexporting).Toimportananimation,simplydragthefiletothe Assets folderofyourproject.Whenyouselectthefileinthe ProjectView youcaneditthe ImportSettings intheinspector.
Workingwithhumanoidanimations
TheMecanimAnimationSystemisparticularlywellsuitedforworkingwithanimationsforhumanoidskeletons.Sincehumanoidskeletonsareusedextensivelyingames,Unityprovidesaspecializedworkflow,andanextendedtoolsetforhumanoidanimations.
Becauseofthesimilarityinbonestructure,itispossibletomapanimationsfromonehumanoidskeletontoanother,allowingretargeting and inversekinematics.Withrareexceptions,humanoidmodelscanbeexpectedtohavethesamebasicstructure,representingthemajorarticulatepartsofthebody,headandlimbs.TheMecanimsystemmakesgooduseofthisideatosimplifytheriggingandcontrolofanimations.AfundamentalstepincreatingaanimationistosetupamappingbetweenthesimplifiedhumanoidbonestructureunderstoodbyMecanimandtheactualbonespresentintheskeleton;inMecanimterminology,thismappingiscalledan Avatar.ThepagesinthissectionexplainhowtocreateanAvatarforyourmodel.
CreatingtheAvatar
Afteramodelfile(FBX,COLLADA,etc.)isimported,youcanspecifywhatkindofrigitisinthe Rig tabofthe ModelImporteroptions.
Humanoidanimations
ForaHumanoidrig,select Humanoid andclick
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