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先说说Unity3D关于动画方便的东西,Animation Mixing (动画混合),什么是动画混合呢?举个简单的例子吧,一个模型现在又3种动作,分别是idle、walk、shoot,在Unity3D中一个Layer只能播放二种动画,shoot动作只影响左肩膀的骨骼,而不会影响腿部的动作,所有这里就可以把shoot和walk进行Mixing。
function Start ()
{
//增加一个动画剪辑片段
//
animation.AddClip(animation["shoot"].clip, "shootUpperBody");
animation["shootUpperBody"].AddMixingTransform(transform.Find("mover/gun")); //@parm 路径
animation["shootUpperBody"].AddMixingTransform(transform.Find("mover/roothandle/spine1"));
//设置动画模式
animation.wrapMode = WrapMode.Loop;
animation["jump"].wrapMode = WrapMode.Clamp;
animation["shoot"].wrapMode = WrapMode.Clamp;
animation["shootUpperBody"].wrapMode = WrapMode.Clamp;
// Put idle and run in a lower layer. They will only animate if our action animations are not playing
animation["idle"].layer = -1;
animation["run"].layer = -1;
animation.Stop();
}
function Update () {
if (Mathf.Abs(Input.GetAxis("Vertical")) > 0.1)
{
animation.CrossFade("run");
animation["run"].speed = Mathf.Sign(Input.GetAxis("Vertical"));
}
else
animation.CrossFade("idle");
if (Input.GetButtonDown ("Jump"))
{
animation.CrossFade("jump", 0.3);
}
if (Input.GetButtonDown ("Fire1"))
{
if (animation["run"].weight > 0.5)
animation.CrossFadeQueued("shootUpperBody", 0.3, QueueMode.PlayNow);
else
animation.CrossFadeQueued("shoot", 0.3, QueueMode.PlayNow);
}
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