团结动画毛刺的构建 [英] Unity Animation Glitches in Build

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本文介绍了团结动画毛刺的构建的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我在游戏中的角色携带雨伞和公文包。伞和公文包是人物的装备这两部分,他和动画在编辑器中看起来不错,独立的PC构建(见下面的例子)。该角色也都有他打开了伞的动画。我使用mecanim。

I have a character in my game that carries an umbrella and briefcase. The umbrella and briefcase are both part of the character's rig and he animates and looks great inside the editor and standalone PC builds (see example below). The character also has an animation where he opens up the umbrella. I am using mecanim.

然而,当我发布Web,Android或iOS打造,伞陷在一个奇怪的半开状态,如下面的:

However when I publish a Web, Android or iOS build, the umbrella gets stuck in a weird half open state like the below:

和它在动画循环完全打开它不应该。

And it opens fully in animation loops where it shouldn't.

有没有COM pression打开,我可以看到,我已经耗尽了我为什么会做这一切的想法。但是,简单地说,它工作在编辑器和独立的PC版本,为什么不能在Web,Android或iOS建立?

There's no compression turned on that I can see, and I've exhausted all my ideas on why it would do this. But put simply, it works in the editor and in standalone PC builds, so why not in a Web, Android or iOS build?

编辑 - 我使用Unity Pro,4.3.4f1版本

编辑2 - 测试在PC单机版本和正常工作

修改3 - 浪费在这个问题上的赏金,我仍然修复它没有接近,我现在想提交到统一的错误报告

任何提示将不胜AP preciated !!

Any hints would be greatly appreciated!!

感谢

推荐答案

找到了!最后!!

的原因是,在编辑>项目设置>质量的混合权重选项设置为1骨头,我调升为2骨头瞧!问题解决了!

The cause was that under Edit > Project Settings > Quality, the "Blend Weights" option was set to "1 Bone", I upped it to "2 Bones" and voila! Problem solved!

这篇关于团结动画毛刺的构建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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