统一使用Maya导出的动画和其他动画使动画制作者过渡将重置对象位置 [英] In unity, use maya exported animation and other anim make animator transition will reset object position

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问题描述

这里是我的统一项目

这里是我的Maya项目

此处是我的老问题

在我的老问题中,我使用付费单位资产动画发生相同的问题,因此我使用maya制作了类似的动画,并使用自由资产进行了复制

看到我的gif

错误是当ClimbReachTop完成并播放站立"时,对象位置将自动重置

当我在此资产,则不会重置对象位置

所以如何使动画制作器过渡不会重置对象位置

我确定不是因为我将fbx模型拖到unity编辑器>动画预览中后才应用了应用根部运动",所以它没有选择应用根部运动"的选项

解决方案

更新

正如我的老答案所说,将根运动动画转换为控制装备,调整动画,然后重新转换为骨架动画,则根对象的翻译将很杂乱

但是在很多情况下,我必须将动画转换为控制装备以对其进行调整,因此当重新转换根对象的结果时,我可以像以前的回答一样在图形编辑器中编辑根对象

这是调整重新转换动画以使其类似于ik动画的提示:

在我的情况下,我想将存在的动画更改为根运动动画,转换为控制装备以调整可能凌乱的动画,所以使用以下方式 使用tmp球形表示ik点(IkReferPoint).逐个键,以确保ik主体部分翻译固定在特定的键范围内 例如,在行走动画中,在特定键范围内,希望leftFoot翻译固定 创建ikreferpoint 在时间轴中,单击键范围开始键,将ikreferpoint移到左脚pos 移至下一个键,左脚移至ikreferpoint pos

旧答案

更新

我制作视频,它将统一动画从不转换为统一动画

注意:如果在统一编辑器方面,它仍然不是根运动动画,则统一编辑器> fbx检查器>动画>运动>根运动节点>手动特定的根运动节点(在我的动画中, "root")

如果导入到maya模型中没有根对象,则maya>将关节创建为根对象,然后在大纲视图中将模型移动到根对象,此处是很好的教程,要存在动画,我可以直接在图形编辑器中调整根对象的翻译

旧答案

更新

旧答案仅给出了一种使用新骨架进行根运动的方法,我找到了一种使用新骨架或存在骨架进行根运动的常见方法

制作根对象 将其分配给HipsTranslation

执行此操作时,此根对象相对于臀部的平移将被固定

这是我以前的答案来调整根对象

统一手动将动画根对象fbx设置为运动>根节点

旧答案:以下只是制作新骨架的一种方法

我找到了解决方法,我应该在Maya中设置根运动动画

此处是视频教程

简而言之,在Maya中,我应该使用根对象制作根运动动画,,然后在Unity编辑器中导出fbx动画检查器>动画">运动">根运动"节点>手动选择创建的根对象

在统一动画制作器过渡中,当一个动画播放结束并播放下一个动画制作时,字符变换将由此fbx动画制作的根对象确定

什么是根对象?在我的屏幕截图中,它是从屁股到底部的垂直线)

如何创建根对象? maya> hik>骨架>臀部过渡,它将生成臀部父对象,将此父对象设置为根对象,将根对象设置为转换为(0,0,0)并调整臀部以确保整个模型世界的位置与旧对象相同

视频上方还提供了调整此根对象的方法

here is my unity project

here is my maya project

here is my old question

in my old question, I use paid unity asset animation occurs same problem, so I make similar animation with maya and reproduce it with free asset

see my gif

the bug is when ClimbReachTop finish and play Standing, the object position will be auto reset

when i use similar ClimbReachTop in this asset, the object position will not be reset

so how to make animator transition not reset object position

I'm sure it's not because "apply root motion" since I drag fbx model to unity editor > animation preview, it has not option to select "apply root motion"

解决方案

update

as my old answer say, convert root motion animation into control rig, adjust anim, and re-convert to skeleton anim, the root object translate will be messy

but in many cases, I must convert anim to control rig to adjust it, so when get re-convert root-object-mesey result, I can edit root object in graph editor as my old answer say

and here is a tip to adjust re-convert anim to make it like ik anim:

in my case,i wanna change exist anim to root motion anim, convert to control rig to adjust maybe messy anim, so use following way use tmp sphere express ik point(IkReferPoint). key by key, to make sure ik body part translate fixed in specific key range for ex, in walk anim, in specific keys range, I hope leftFoot translate fixed create ikreferpoint in timeline, click key range start key, move ikreferpoint to leftfoot pos to next key, move leftfoot to ikreferpoint pos

old answer

update

I make video, it convert not root motion animation to root motion animation for unity

attention: if in unity editor side, it still not root motion anim, unity editor > fbx inspector > animations > motions > root motion node > manually specific root motion node(in my anime, it's "root")

if imported to maya model has not root object, maya > create joint as root object and in outliner move model to root object, here is good tutorial

old answer

update

old answer make new anim work well, but if assign root object as HipsTranslation in hik, bake into control rig, and then bake into skeleton to make root motion, the root object translate will be unexpectely

so to convert exist animation to root motion anim, here is good tutorial, to exist anim, I can directly adjust root object translate in graph editor

old answer

update

old answer only give a way to make root motion with new skeleton, I find a common way to make root motion with new skeleton or exist skeleton

make root object assign it to HipsTranslation

when do it, this root object's translate relative with hips will be fixed

it my old answer to adjust root object

in unity, manually fbx anim root object as motion > root node

old answer: following is just a way to make new skeleton

I find the solution, i should make root motion anim in maya

here is video tutorial

in short, in maya I should make root motion animation with root object, and in unity editor exported fbx animation inspector > animation > motion > root motion node > manually select my created root object

in unity animator transition, when one animation play finish and play next anim, character transform will be determine by this fbx anim root object

what is root object? in in my screenshot, it's vertical line from ass to bottom)

how to create root object? maya > hik > skeleton > hips transition, it will generate hip parent object, set this parent object as root object, set root object translate to (0,0,0) and adjust hip to make sure whole model world position is same like old

above video also provide way to adjust this root object

这篇关于统一使用Maya导出的动画和其他动画使动画制作者过渡将重置对象位置的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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