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unity-game-engine - Unity3D 第三人称 Controller 和动画

转载 作者:行者123 更新时间:2023-12-02 21:28:45 24 4
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我的问题是,我在Unity3D的第三人称 Controller 中设置的自定义行走动画没有显示。

动画是从具有 model@walk.fbx 结构的 FBX 文件导入的。我知道动画有效,因为如果我将它用作它显示的空闲动画。另一方面,这似乎也不是 Controller 脚本的问题,因为它与原型(prototype)角色配合得很好。

似乎正在播放的动画是在动画组件中选择的动画(已选择“自动播放”)。任何从第三人称 Controller 更改动画的尝试都适用于原型(prototype)角色,但不适用于我的角色。

我没有也不想要运行和跳跃动画。对于原型(prototype)角色,我为每个角色设置了行走动画,没有产生任何不利影响。 Controller 不会以这种方式关闭动画,因为控制台中没有来自第三人称 Controller 脚本的日志条目。与 CrossFade 调用相关的线路正在被调用。

有什么线索可以告诉我下一步可以去哪里吗?更有可能是 Controller 问题还是动画问题?完全是别的东西吗?

更新:下面是我的 Controller 的代码。当我使用 Unity 提供的建筑 worker 示例模型时,效果很好。带有 _animation.CrossFade 的行将在预期时间被调用。使用 PlayBlend 没有帮助。控制台中没有记录任何错误。

对于我们的自定义动画,它不起作用。我现在怀疑问题出在模型上。不幸的是,我无权分享该模型的示例。我已向动画师询问有关他如何创建 FBX 导出的更多详细信息。为了使模型在 Unity 中工作,他需要使用任何特定设置吗?但奇怪的是,如果我将它们独立地添加到场景中,动画确实可以工作。

// Require a character controller to be attached to the same game object
@script RequireComponent(CharacterController)

public var idleAnimation : AnimationClip;
public var walkAnimation : AnimationClip;

public var walkMaxAnimationSpeed : float = 0.75;

private var _animation : Animation;

enum CharacterState {
Idle = 0,
Walking = 1,
}

private var _characterState : CharacterState;

// The speed when walking
var walkSpeed = 2.0;
var speedSmoothing = 10.0;
var rotateSpeed = 500.0;

var targetPrecision = 5;
var targetMaxDistance = 200;

// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
private var lockCameraTimer = 0.0;

// The current move direction in x-z
private var moveDirection = Vector3.zero;
// The current x-z move speed
private var moveSpeed = 0.0;

// The last collision flags returned from controller.Move
private var collisionFlags : CollisionFlags;

// Are we moving backwards (This locks the camera to not do a 180 degree spin)
private var movingBack = false;
// Is the user pressing any keys?
private var isMoving = false;

private var isControllable = true;

private var isTargetting : boolean = false;
private var targetPoint : Vector3 = Vector3.zero;

function Awake () {
moveDirection = transform.TransformDirection(Vector3.forward);

_animation = GetComponent(Animation);
if(!_animation)
Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");

if(!idleAnimation) {
_animation = null;
Debug.Log("No idle animation found. Turning off animations.");
}
//_animation[idleAnimation.name] = idleAnimation;

if(!walkAnimation) {
_animation = null;
Debug.Log("No walk animation found. Turning off animations.");
}
//_animation[walkAnimation.name] = walkAnimation;
}

function UpdateSmoothedMovementDirection () {
var cameraTransform = Camera.main.transform;

// Forward vector relative to the camera along the x-z plane
var forward = cameraTransform.TransformDirection(Vector3.forward);
forward.y = 0;
forward = forward.normalized;

// Right vector relative to the camera
// Always orthogonal to the forward vector
var right = Vector3(forward.z, 0, -forward.x);

var v = Input.GetAxisRaw("Vertical");
var h = Input.GetAxisRaw("Horizontal");

// Are we moving backwards or looking backwards
if (v < -0.2)
movingBack = true;
else
movingBack = false;

var wasMoving = isMoving;
isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;

// Target direction relative to the camera
var targetDirection = h * right + v * forward;

// Lock camera for short period when transitioning moving & standing still
lockCameraTimer += Time.deltaTime;
if (isMoving != wasMoving)
lockCameraTimer = 0.0;

// We store speed and direction seperately,
// so that when the character stands still we still have a valid forward direction
// moveDirection is always normalized, and we only update it if there is user input.
if (targetDirection != Vector3.zero) {
// If we are really slow, just snap to the target direction
if (moveSpeed < walkSpeed * 0.9) {
moveDirection = targetDirection.normalized;
}
// Otherwise smoothly turn towards it
else {
moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
moveDirection = moveDirection.normalized;
}
}

// Smooth the speed based on the current target direction
var curSmooth = speedSmoothing * Time.deltaTime;

// Choose target speed
//* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);

_characterState = CharacterState.Idle;

// Pick speed modifier
targetSpeed *= walkSpeed;
_characterState = CharacterState.Walking;

moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
}


function UpdateTargettedMovementDirection () {
var cameraTransform = Camera.main.transform;

var wasMoving = isMoving;
isMoving = true;//Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;

// Target direction relative to the camera
// var targetDirection = h * right + v * forward;
var targetDirection = Vector3.zero;
targetDirection.x = targetPoint.x - transform.position.x;
targetDirection.z = targetPoint.z - transform.position.z;
targetDirection = targetDirection.normalized;
//Debug.Log("Target direction is " + targetDirection);

// Lock camera for short period when transitioning moving & standing still
lockCameraTimer += Time.deltaTime;
if (isMoving != wasMoving)
lockCameraTimer = 0.0;

// We store speed and direction seperately,
// so that when the character stands still we still have a valid forward direction
// moveDirection is always normalized, and we only update it if there is user input.
if (targetDirection != Vector3.zero) {
// If we are really slow, just snap to the target direction
if (moveSpeed < walkSpeed * 0.9) {
moveDirection = targetDirection.normalized;
}
// Otherwise smoothly turn towards it
else {
moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
moveDirection = moveDirection.normalized;
}
}

// Smooth the speed based on the current target direction
var curSmooth = speedSmoothing * Time.deltaTime;

// Choose target speed
//* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);

_characterState = CharacterState.Idle;

// Pick speed modifier
targetSpeed *= walkSpeed;
_characterState = CharacterState.Walking;

moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
}

function Update() {
if (!isControllable) {
// kill all inputs if not controllable.
Input.ResetInputAxes();
}

var distance : float = 0;
if (Input.GetMouseButtonUp(0)) {
if (isTargetting) {
isTargetting = false;
// Debug.Log("Stopped moving");
FaceCamera();
} else {
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
var layerMask = 1 << 8; // Terrain is layer 8
var hit : RaycastHit;
Physics.Raycast(Camera.main.transform.position, ray.direction, hit, 1000, layerMask);
distance = Vector3.Distance(transform.position, hit.point);
if (distance <= targetMaxDistance && hit.point != Vector3.zero) {
targetPoint = hit.point;
isTargetting = true;
// Debug.Log("Mouse up at hit " + hit.point + " at distance " + distance);
} else {
isTargetting = false;
// Debug.Log("Ignored mouse up at hit " + hit.point + " at distance " + distance);
}
}
}

if (isTargetting) {
// Debug.Log("Moving to " + targetPoint);
distance = Vector3.Distance(transform.position, targetPoint);
if (distance < targetPrecision) {
// Debug.Log("Reached point " + targetPoint + " at distance " + distance);
isTargetting = false;
FaceCamera();
} else {
UpdateTargettedMovementDirection();
}
} else {
UpdateSmoothedMovementDirection();
}

// Calculate actual motion
var movement = moveDirection * moveSpeed;
movement *= Time.deltaTime;

// Move the controller
var controller : CharacterController = GetComponent(CharacterController);
collisionFlags = controller.Move(movement);

// ANIMATION sector
if (_animation) {
if (controller.velocity.sqrMagnitude < 0.1) {
_animation.CrossFade(idleAnimation.name);
} else {
//_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed);
_animation.CrossFade(walkAnimation.name);
}
} else {
Debug.Log("Animation is null!");
}
// ANIMATION sector

// Set rotation to the move direction
transform.rotation = Quaternion.LookRotation(moveDirection);
}

function OnControllerColliderHit (hit : ControllerColliderHit ) {
// Debug.DrawRay(hit.point, hit.normal);
if (hit.moveDirection.y > 0.01)
return;
}

function GetSpeed () {
return moveSpeed;
}

function GetDirection () {
return moveDirection;
}

function IsMovingBackwards () {
return movingBack;
}

function GetLockCameraTimer () {
return lockCameraTimer;
}

function IsMoving () : boolean {
return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5;
}

function Reset () {
gameObject.tag = "Player";
}

function FaceCamera() {
var cameraTransform = Camera.main.transform;

// Forward vector relative to the camera along the x-z plane
var forward = cameraTransform.TransformDirection(Vector3.forward);
forward.y = 0;
forward = forward.normalized;

moveDirection = -forward;
}

更新 2: 用于创建动画的设置位于这些屏幕截图中。它们正确吗? Animation export setting 1 Animation export setting 2

最佳答案

(还:-)没有答案,但我需要更多的空间和图像。

自 Unity3d 3.5 以来,处理基于animation@model.fbx 表示法的导入的方式已经改变,并且有些人报告了问题(例如 BIG Unity 3.5.0f1 problem with Skinned Rig - Major FAIL )。当第二个根骨骼开始播放时就会出现问题,但我可以通过将动画拖动到模型文件预制件来解决这个问题(我的大部分动画都包含在模型中,其余的 2 个动画也没什么大问题)。

为了确保我正确理解您在评论部分的回答,您有这样的内容:

enter image description here

这意味着:

  • 在角色模型中,动画数组包含所有动画
  • 骨骼的数量和所有名称都与原型(prototype)角色中的完全相同
  • 如果打开动画 View ,您可以看到在层次结构 View 中所选角色的所有动画的只读列表

假设这没问题,还有一些建议:

  • 我在代码中看不到您设置 WrapMode.Loop 的任何地方或动画速度。您确定它在检查器中配置为循环并且没有在某处被覆盖吗?
  • 不带参数的 CrossFade 假定为 0.3 秒
  • 交叉淡入淡出调用后会发生什么? DefaultTake 是否停止播放?
  • 可以拖动默认行走动画
  • 您使用不同的动画层吗?
  • 设置Debug.Log ("Walk: "+ player.animation.IsPlaying ("Walk")); 时会得到什么输出
<小时/>

[更新]

  1. 让我们看看导入设置。你有分割动画检查过,开始处是否可能输入了错误的值以及结束就像1-1?

    Animation Import Settings

  2. 关于切换 IsPlaying:请创建更多有关 AnimationState 的输出特性。最值得注意的速度、长度、启用、重量……我怀疑动画太短或播放太快。
  3. 没有骨骼动画的行走动画听起来有点奇怪。另一方面,如果骨骼名称不匹配,控制台会大声喊叫。所以我认为现在没有问题。

关于unity-game-engine - Unity3D 第三人称 Controller 和动画,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/10394573/

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