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Animation from External Sources(来自外部的动画)

2015-10-23 22:03 281 查看
http://docs.unity3d.com/Manual/AnimationsImport.html


Animation from External Sources


Overview of Imported Animation

导入外部动画的方法和导入导入常规3D文件是一样的。这些文件,无论是一般的FBX文件或本地的来自像Maya等3D软件的文件,都可以包含动画数据,并以对象的动作的线性记录的形式存在文件中。

某些情况下,要附加动画的对象(如character)和要附加的动画可以在同一个文件中。其他情况下动画应该分离为一个单独的文件。

有可能动画被指定给一个特殊的模板,并且不能再被其他模板使用。例如,你游戏中最后的章鱼boss也许有一个独一无二的肢体和骨骼队列,并且有自己的动画集合。

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,
it’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

任何动画再被使用之前,首先必须把他导入到你的工程中。要导入一个动画,只需要把文件拽到你工程下的资源文件夹中。当你在工程视图中选中动画文件时,你可以在inspector中编辑他。

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