tailieunhanh - Creating 3D Game Art for the iPhone with Unity Part 7
Các cánh tay có một mục tiêu IK là tốt. Xương tay hạn chế với mục tiêu IK để ổ dịch và quay bàn tay, và tôi có thể ẩn các xương tay thực tế. Về cơ bản bằng cách loại bỏ xương tay như một điều khiển, tôi có một kiểm soát ít hơn để lo lắng về và giàn khoan một trình dọn dẹp. | Creating 3D Game Art for the iPhone with Unity FIG In This Image the Highlighted Areas Are the Keyframes that Were Created by Duplicating the Previous Keyframe. Make Sure Frame Range Is Set Correctly Number one and the most obvious is that you ll need to make sure that you set the End Range for the animation. If your animation is 27 frames long then be sure that the End Range is 27. For cyclic animations you can set the clips to loop in the FBX Import Settings as shown in Fig. . If you leave extra frames in the loop the animation will appear to pause before the loop cycles effectively breaking the loop. FIG You Can Set the Loop Mode for Animations in the FBX Import Settings. Baking Keys When exporting animation data from a 3D program such as Blender into Unity iOS you may need to bake the keyframes so that the animation is 150 Animation Using Blender interpolated correctly. If you find that your animation data doesn t seem to be translating correctly in Unity iOS and this will typically happen when using IK you can choose to bake the animation values to a key on each frame. Essentially this is taking the interpolation out of the animation curve by placing an exact keyed value at each frame in the animation. If you re using native formats from 3D applications such as .ma .c4d and .max you can actually bake animations in Unity iOS by checking the Bake Animations options in the Importer Settings. An animation bake step happens during export from your 3D tool to the FBX format. When importing objects into Unity iOS using a 3D tool s native format Unity iOS is actually opening the application behind the scenes and exporting an FBX file. However the FBX exporter in Blender doesn t have an option for baking animation so you can bake the F-Curves in Blender before exporting the FBX file. The quickest way is from the DopeSheet Editor. First hit the A key to select all of the keyframes and then choose Sample Keyframes from the Key menu or press Shift O. .
đang nạp các trang xem trước