导出Fbx的动画片段,这里导出单个动画片段,需要导出多个的,使用AssetDataBase.LoadAllAssetsAtPath,然后对asset进行遍历,判断是否为动画片段,再进行下一步操作。代码中包含项目中使用的非关键代码,并不影响查看。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
/// <summary>
/// 生成角色动画
/// </summary>
public class AutoGenerateAnimationClip : Editor
{
private const string TarDirPath = "Assets/3DCharacter/{0}/Anim/AnimationClip/{1}.anim";//目标文件夹
private const string BOY = "boy";
private const string GIRL = "girl";
[MenuItem("Assets/GeneralAnimationClip(提取模型动画)")]
static void GeneralAnimationClip()
{
var objs = Selection.gameObjects;
for (int i = 0; i < objs.Length; i++)
{
var obj = objs[i];
var assetPath = AssetDatabase.GetAssetPath(obj);
AnimationClip clip = AssetDatabase.LoadAssetAtPath<AnimationClip>(assetPath);
string sex = string.Empty;
var fileName = obj.name;
if (fileName.StartsWith(BOY))
{
sex = BOY;
}
else if (fileName.StartsWith(GIRL))
{
sex = GIRL;
}
if (string.IsNullOrEmpty(sex))
{
EditorUtility.DisplayDialog("错误", $"命名错误,需要以 {BOY} 或 {GIRL} 起始命名", "确认");
Debug.LogError($"命名错误,需要以 {BOY} 或 {GIRL} 起始命名", obj);
continue;
}
if (clip == null || clip.name != fileName)
{
EditorUtility.DisplayDialog("错误", $"动画片段不存在或动画片段命名不为 {fileName}", "确认");
Debug.LogError($"动画片段不存在或动画片段命名不为 {fileName}", obj);
}
else
{
AnimationClip newClip = new AnimationClip();
EditorUtility.CopySerialized(clip, newClip);
AnimationOptimize.OptionalFloatCurves(newClip);//对动画片段进行压缩优化,减小精度,删除无效关键帧
string targetPath = string.Format(TarDirPath, sex, fileName);
AssetDatabase.CreateAsset(newClip, targetPath);
AssetbundleNameSet.SetNameWithParentDicPathImplement(targetPath);//设置assetbundleName
AssetDatabase.Refresh();
}
}
}
}
对生成的动画片段进行压缩优化,AnimationOptimize.OptionalFloatCurves逻辑实现如下,注释比较完整。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class AnimationOptimize : Editor
{
[MenuItem("Assets/CompressAnimClip")]
static void CompressAnimClip()
{
var objs = Selection.objects;
for (int i = 0; i < objs.Length; i++)
{
var obj = objs[i];
if (obj is AnimationClip)
{
OptionalFloatCurves(obj as AnimationClip);
}
}
// 重新保存
AssetDatabase.SaveAssets();
}
static string floatFormat = "f4";//精度
public static void OptionalFloatCurves(AnimationClip activeObject)
{
var animation_go = activeObject;
var clip = animation_go as AnimationClip;
//获取动画片段的曲线信息
EditorCurveBinding[] curveBindings = AnimationUtility.GetCurveBindings(clip);
AnimationClipCurveData[] curves = new AnimationClipCurveData[curveBindings.Length];
for (int index = 0; index < curves.Length; ++index)
{
curves[index] = new AnimationClipCurveData(curveBindings[index]);
curves[index].curve = AnimationUtility.GetEditorCurve(clip, curveBindings[index]);
}
clip.ClearCurves();//清除所有曲线,筛选必须的曲线数据再加入
for (int j = 0; j < curves.Length; j++)
{
var curveDate = curves[j];
var keyFrames = curveDate.curve.keys;//初始数据
List<Keyframe> resultKeyFrames = new List<Keyframe>();//结果数据
int sameKeyCount = 0;//值相同的帧数量,若多于两个,剔除中间关键帧,保留首尾两帧
float currentValue = 0;//当前值
float currentInTangent = 0;//除value外,in/out tangent也需要判断
float currnetOutTangent = 0;
Keyframe lasetKey = default;//上一帧的数据,若当真帧值与上一帧不同,则把上一帧数据加入保存
//赋初始值
if (keyFrames.Length > 0)
{
currentValue = float.Parse(keyFrames[0].value.ToString(floatFormat));
currentInTangent = float.Parse(keyFrames[0].inTangent.ToString(floatFormat));
currnetOutTangent = float.Parse(keyFrames[0].outTangent.ToString(floatFormat));
}
for (int i = 0; i < keyFrames.Length; i++)
{
var key = keyFrames[i];
//优化精度
key.value = float.Parse(key.value.ToString(floatFormat));
key.inTangent = float.Parse(key.inTangent.ToString(floatFormat));
key.outTangent = float.Parse(key.outTangent.ToString(floatFormat));
key.inWeight = float.Parse(key.inWeight.ToString(floatFormat));
key.outWeight = float.Parse(key.outWeight.ToString(floatFormat));
key.time = float.Parse(key.time.ToString(floatFormat));
keyFrames[i] = key;
if (i == 0 || i == keyFrames.Length - 1)
{
resultKeyFrames.Add(key);//把首帧和尾帧加入结果列表,防止预制体数据异常导致动画异常(预制体初始scale为0,但是首尾关键帧都为1,此时去除首尾帧会异常)
}
else
{
if (currentValue == key.value && currentInTangent == key.inTangent && currnetOutTangent == key.outTangent)//当前帧与上一帧相同
{
sameKeyCount++;
}
else//当前帧与上一帧不同
{
if (sameKeyCount == 0)//匹配到的相同帧数量 == 0,表示,上一帧已经通过以下逻辑添加到列表中了,只需要添加当前帧
{
}
else//匹配到的帧数量 != 0 ,把相同帧的最后一帧加入列表
{
resultKeyFrames.Add(lasetKey);
}
//把当前帧加入到列表中
resultKeyFrames.Add(key);
sameKeyCount = 0;
currentValue = float.Parse(key.value.ToString(floatFormat));
currentInTangent = float.Parse(key.inTangent.ToString(floatFormat));
currnetOutTangent = float.Parse(key.outTangent.ToString(floatFormat));
}
}
lasetKey = key;
}
if (resultKeyFrames.Count == 1)//只有一个关键帧,说明动画有问题
{
}
else
{
//设置曲线
curveDate.curve.keys = resultKeyFrames.ToArray();
clip.SetCurve(curveDate.path, curveDate.type, curveDate.propertyName, curveDate.curve);
}
}
EditorUtility.SetDirty(clip);
AssetDatabase.SaveAssets();
}
}