animation-programming-basics_冲突文件_zkx_20240828215918
Overview
Skinning
Skeletons
Animations
Root Motion
Synchronization
Events
Motion warping
Skeletons and Skinning
Skinning : Deformation Boness
Skeletons
有用户可修改的骨骼和只有程序可以修改的骨骼
Core Skeleton
需要制作几种
Average Male
Large Female
Bipedal Mech
Gamplay bones
不用渲染
Attachement bones (holsters, weapon bones )
Anchor bones (used to anchor characters in the environment for actions)
IK Target / Offsets
Procedural Bones
辅助渲染
Bind Pose vs Reference Pose
bind pose
mesh skeleton default pose
skin weight
reference pose
animation skeleton default pose
不常用
两种 Pose 通常是不一样的
Multi-part Character
角色的骨骼可以控制多个 Mesh 而不只是自己的 Skin mesh,比如身上的衣服
Skeleton Best Practices
最重要的是分离动画骨骼和渲染骨骼,动画骨骼控制骨骼当前位置,通过两者共同的核心骨骼生成当前的渲染骨骼位置,传给 Gpu 渲染
衣服的动画要和躯干的分离,单独依赖骨骼
Animation
动画数据导入和采样
用关键帧数据存在曲线
数据采样
Animation Sampling
Blending
Coordinate Spaces
Pose API
Interpolative and Additive
Interpolative Blending
Additive Blending
Bone Mask
Global Blend
Root Motion
Multiple names
Ground
Displacement
Root
Character
Character in Games
Sampling Root Motion
More use
Best Practice
角色的 Root 最好和动画的 Root 分开
Projected root 通常会抖动
而 Authored root 是直线
Code vs Anim Driven
Code Driven
Anim Driven
Event and Synchronization
Events
Event Sampling
Event Consumers
每帧收集所有的事件给 Event Consumer 消费
Event User
Synchronization
动画同步
动画速度同步
Motion Warping
apply root motion,move root to target point
Basic Procedural Adjustments
Preplace / Add rotation
Replace / Add transform
Warping
弯曲运动轨迹
弯曲关键点
Sampling Warped Root Motion
可能在路径上有误差
角色旋转时脚步通常用 角度融合
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