什么是根运动以及它是如何工作的? [英] What's root motion and how it works?

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问题描述

我正在阅读 Unity Animation Cookbook 书.我被困在Root Motion"主题上.我现在能理解的是 Root 运动允许 GameObject 与运动剪辑一起移动而无需编码.它取决于根节点.
但我无法想象/理解如何?或者像烘烤姿势"这样的相关属性是什么..姿势是什么..?我在网上搜索找到任何人在谈论它..但那里没有有用的教程!我试图从有关该主题的统一文档中阅读,但它使情况变得更糟..https://docs.unity3d.com/Manual/RootMotion.html

I'm reading Unity Animation cookbook book. And I'm stuck at "Root Motion" topic. All I can understand now is Root motion allows the GameObject to move with the motion clip without coding. and it depends on the root node.
But I can't imagine/understand how ? or what're that related properties like "Bake to pose" .. what's the pose..? I searched the web to find anyone talking about it.. but no helpful tutorials there! I tried to read from unity docs about the topic but it made it worse.. https://docs.unity3d.com/Manual/RootMotion.html

请帮我举例/链接/重播

Please help me with example/link/replay

推荐答案

在花了更多时间搜索/观看视频/阅读其他书籍以了解所有内容之后.我会把我的答案放在这里,因为任何在理解这个话题时遇到同样困难的人

After spending more time searching/watching videos/ reading from other books to understand everything. I'll put my answer here for anyone face same difficulties understanding this topic

跑步机与根部运动:有两种类型的动画,跑步机和根部运动.跑步机意味着动画停留在原点,我们使用代码来移动该资产.根运动意味着运动直接内置于动画中,是动画决定某物移动多远,而不是代码.

Treadmill vs root motion: There are two types of animation, treadmill and root motion. Treadmill means that the animation stays at the origin and we use code to move that asset around. Root motion means the motion is built right into the animation and it's the animation that determines how far something moves rather than code.

然后您必须观看此视频,以了解在导入角色时它在 Blender 中的外观以及稍后在 Unity 中的外观.动画片https://www.youtube.com/watch?v=d5z9dEnE4DE

Then you have to watch this video to get an idea about how it looks in Blender and later in Unity when you import the character & animation https://www.youtube.com/watch?v=d5z9dEnE4DE

Root Transform Rotation:此选项捕获根节点的旋转并将其应用于整个游戏对象.您可以将其设置为 Bake Into Pose 以禁用根运动旋转.选择此选项后,旋转将被视为动画的视觉效果,不会应用到游戏对象上.你应该为每个不应旋转角色的动画将其设置为 true.你可以将基于"选项设置为以下选项之一:

Root Transform Rotation: This option captures the rotation of the root node and applies it to the whole game object. You can set it to Bake Into Pose to disable the root motion rotation. With this option selected, the rotation will be treated as a visual effect of the animation and will not be applied to the game object. You should set it to true for every animation that shouldn't rotate the character. You can set the Based Upon option to one of the following options:

Root Transform Position Y:此选项捕获根节点并将其应用于整个游戏对象.您可以将其设置为 Bake Into姿势以禁用 Y 轴中的根运动.选择此选项后,Y 轴运动将被视为动画的视觉效果,不会被应用到游戏对象.您应该为每个地面"动画将其设置为 true(除非是跳跃).

Root Transform Position Y: This option captures the vertical movement of the root node and applies it to the whole game object. You can set it to Bake Into Pose to disable the root motion in the Y axis. With this option selected, the Y axis motion will be treated as a visual effect of the animation and will not be applied to the game object. You should set it to true for every "on ground" animation (unless it's a jump).

Root Transform Position XZ : 此选项捕获水平 (XZ)根节点的移动并将其应用于整个游戏对象.你可以设置Bake Into Pose 以禁用 X 轴和 Z 轴的根运动.有了这个选项选择,水平运动将被视为动画的视觉效果和不会应用于游戏对象.对于所有固定的,您应该将其设置为 true动画(例如空闲).

Root Transform Position XZ : This option captures the horizontal (XZ) movement of the root node and applies it to the whole game object. You can set it to Bake Into Pose to disable the root motion in the X and Z axis. With this option selected, horizontal motion will be treated as a visual effect of the animation and will not be applied to the game object. You should set it to true for all stationary animations (such as Idle).

好的动画可以结合传统(跑步机)和根部运动方式.

这篇关于什么是根运动以及它是如何工作的?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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