Unity Plugin-Mesheditor (vii) deformed animation skeleton and skin

Source: Internet
Author: User

Meshanimation at the point of the object more than the case, the tragedy is obvious and visible, I one of the points selected vertices must be exhausted, and the shape of the regulation is not very convenient, should be said to be very troublesome, to know, skeletal animation because of the skeleton and skin information and have a soul, So the Morph animation should also be suitable for his own skeleton.

So, to borrow Unity's own parent-child node mechanism, I would like to simulate the skeleton of the Morph animation, but the reason is called the deformation animation, also known as the vertex animation, is because his form is not controllable, this is different from the nature of skeletal animation, for its designated skeleton is actually somewhat unreasonable.

But this is just a simulation and more convenient to morph animation adjustment, similar to the essence of skeletal animation properties-vertex weights, is not in my mind.

Of course, the current limit is too much, because the variability is so strong that the shape of the bone will be disturbed during the adjustment of the animation during each frame, so the first need to save the skeleton of the prototype, during the adjustment of the animation will not be too concerned about the shape of the bones, it is more convenient to adjust the animation tool bar.




First Step: Select any object, add meshanimation (componemt/morph animation/meshanimation)






Step Two: Create a new skeleton


Skeleton asset is the current skeleton prototype and can be imported externally (the import takes effect when the current skeleton is empty, and the new Skeleton button is visible to prove that the current skeleton is empty)


Click New skeleton, create a new skeleton, and create a core skeleton (Rootbone) for it, only one core skeleton, all the rest of the skeleton is its child bones





Step Three: Create a child bone


After each block of bones, click Addsubbone, enter a bone name, click Sure to create a child bone, click Delete to delete the bone and all the Child bones it contains (core bones cannot be deleted)

Dark red marked bone is the bone that is currently ready to add a child bone, click the arrow button to the left of the bone name to close all the child bones of this bone, click the bone name to quickly locate the skeleton's control node in the scene


A skeleton appears in the scene as a yellow circle plus a yellow line.





Fourth Step: Create the entire skeleton


Add bones as you want, and adjust the position of the bones in the scene (click on the bone name to quickly locate the skeleton's control node in the scene)


Probably adjusted to a shape like this, a three-foot two-hand thing.





Fifth Step: Quick Skin


In fact, the skin is the vertex and bone to establish a transformation relationship, of course, Unity's father-son relationship is a good transformation relationship, but can not contain weights.

Here we can directly click "Save as Prototype skeleton" to save the skeleton information, not with skin information better, each time when adjusting the animation of the skin again.

We select any vertex that can be directly associated to a certain bone, or skin.



Of course there are too many vertices, so it's exhausting, so we click on the quick skinning, pop up a quick skin action window, we select any number of vertices in the scene, then click Quick Skin, select the target bone, then all the selected vertices will be linked to the bone.





Sixth step: Save the prototype skeleton


Adjust the skeleton shape in the scene to what you think can be the initial state (for example, the initial state of most models in a humanoid skeleton animation is standing and both hands horizontally), set the skin information for each vertex, and then click "Save as prototype skeleton" and he will be local as a asset resource file. The same grid can be shared, and you can import all of the information, such as bones and skins, by selecting this prototype skeleton file for the Skeleton Asset property before you have created a skeleton, but remember not to save the prototype easily, because the subsequent transfer of the skeleton will be chaotic, so the prototype should be the initial state, Unless there is a subsequent change to the entire skeleton.

In order for the skeleton to be in a normal position, when creating the skeleton and adding the animation frame to the position of the target object as world coordinates (0,0,0), of course, a location you think you can remember is also OK, in order to keep the two positions equal (when creating the skeleton, when adding animation frames).





Seventh Step: adjust the animation


Then we can start to adjust the animation, the operation is the same as before, but this time we only use the adjustment of each bone can be, bone can be arbitrarily stretched, arbitrary rotation (this is why to save the prototype skeleton of the reason), we can find that adjusting the animation seems to be convenient for a little bit ...





Eighth step: Export the animation and play it with Meshanimationplayer


The exported animation can also be used for meshanimator state machine to control, just for convenience or meshanimationplayer more direct, we tick start play, and then run the program.



DLL version plugin link: http://download.csdn.net/detail/qq992817263/9659011


Source code Please see the first article.


-----by Mesheditor

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