A year ago, Unity introduced a preview package called Animation Rigging, and we’re adding new functionality to it in 2020. We’re also sharing new presentations from GDC and Unite Now, which detail the expanded possibilities and show the creative potential and flexible workflows of this preview toolset for real-time films, AAA games, or smaller indie titles.
一年前,Unity 推出 了一个名为Animation Rigging的预览包,我们将在2020年向其中添加新功能。我们还将分享GDC和Unite Now的新演示文稿,其中详细介绍了扩展的可能性并展示了创造潜力和灵活性用于实时电影,AAA游戏或较小的独立电影的预览工具集的工作流程。
动画索具“立即团结”会议 (Animation Rigging Unite Now session)
It’s never been easier to create believable and dynamic animations, and we want to help you bring yours to the next level. Already a fan? We have a Unite Now session coming up about animation rigging on Thursday, June 25th so mark your calendar.
创建逼真的动态动画从未如此简单,我们希望能帮助您将动画带入一个新的高度。 已经是粉丝? 我们 将于6月25日(星期四)举行有关 Unity Now的 动画装配会议,因此请标记您的日历。
总览 (Overview)
The Animation Rigging package makes it possible to do both runtime rigging and animation authoring:
动画索具包使得可以同时进行 运行时装配 和 动画创作 :
Runtime rigging is when skeletal animation is modified during gameplay using constraints such as TwoBoneIK or Multi-Aim as a post-process. In game development, it can be useful for scenarios like attaching hands to props or aiming a head to look at a specific target. It is also commonly used to set up deformation fixup, such as shoulder twist correction. All of this makes it possible to get more precise and higher-quality animation results that are tailored to your specific gameplay situations.
运行 时绑定是在游戏过程中使用诸如TwoBoneIK或Multi-Aim之类的约束作为后期处理在修改骨骼动画时进行的。 在游戏开发中,这对于将手附加到道具上或使头部瞄准特定目标等场景很有用。 它还通常用于设置变形固定,例如肩部扭曲校正。 所有这些使得有可能获得更精确,更高质量的动画结果,这些结果可根据您的特定游戏情况进行定制。
Animation authoring is when an artist creates new animation content. With the Animation Rigging package, it’s possible to set up control rigs with visual rig effectors using the Animation Rigging constraints – similar to how this often works in external DCC applications. Within the Unity Editor, you can create and edit keyframes in the Animation window, and you can also sequence and blend multiple clips in Timeline. The end result is a new skeletal animation clip that can be played back during gameplay.
动画创作 是指艺术家创建新的动画内容。 使用“动画索具”软件包,可以使用“动画索具”约束来设置带有视觉装备效果器的控制装备,这与在外部DCC应用程序中经常使用的方式类似。 在Unity Editor中,您可以在“动画”窗口中创建和编辑关键帧,还可以在时间轴中对多个片段进行排序和混合。 最终结果是可以在游戏过程中播放的新的骨骼动画剪辑。
![](https://i-blog.csdnimg.cn/blog_migrate/f7639dd859701f015e37e3e4c24266d8.png)
Gawain (from The Heretic short film) is enhanced with an IK rig on his hand, which is being keyframed here directly in Unity’s Animation panel.
Gawain(来自《异端邪教》的短片)用手上的IK装备进行了增强,可以直接在Unity的“动画”面板中对其进行关键帧设置。
Unity 2020.1中的动画索具的新功能 (New features for Animation Rigging in Unity 2020.1 )
We are excited to share a preview version of a powerful new set of tools for animation authoring in the 2020.1 release of Animation Rigging.
我们很高兴在2020.1版的Animation Rigging中共享一组强大的动画创作工具的预览版。
Freeform animation workflows are now possible using the new Bidirectional Motion Transfer tools. This addition gives animators more flexible workflows by allowing you to transfer motion between constraints and bones both ways:
现在,可以使用新的 双向运动传递 工具来 实现自由格式的动画工作流程 。 通过允许您通过 两种方式 在约束和骨骼之间传递运动,此添加为动画师提供了更灵活的工作流程 :
You can bake skeleton motion onto the rig constraints, where it’s easier to make keyframe edits.
您可以将骨骼运动烘焙到装备约束上,在此更容易进行关键帧编辑。
You can also bake the dynamic motion produced by the constraints onto the skeleton for more optimized performance at runtime.
您还可以将约束产生的动态运动烘焙到骨架上,以在运行时获得更优化的性能。
These capabilities make it possible to modify existing animations inside the Unity Editor while building upon existing motion – which is great for cleaning up motion capture or creating custom motion variants.
这些功能使您可以在现有动作的基础上修改Unity编辑器中的现有动画,这对于清理动作捕捉或创建自定义动作变体非常有用。
For a more complete explanation of how you can use Bidirectional Motion Transfer tools, be sure to check out our new GDC presentation “Freeform Animation Rigging, Evolving the Animation Pipeline” (you can also find it on the GDC Vault).
有关如何使用双向运动传递工具的更完整说明,请务必查看我们新的GDC演示文稿“ 自由形式的动画装备,不断发展的动画管道 ”(您也可以在 GDC Vault中 找到它 )。
We have also added the following automated setup utilities to make it faster and easier to build rigs in Unity:
我们还添加了以下自动设置实用程序,以使在Unity中构建装备更快,更轻松:
Rig Setup
钻机设置
Bone Renderer Setup
骨骼渲染器设置
Restore Bind Pose
恢复绑定姿势
TwoBoneIK – Auto Setup from Tip Transform
TwoBoneIK –从笔尖转换自动设置
动画索具用例 (Animation Rigging use cases)
One of our main goals has been lowering the barrier to creating high-quality animation. Animation Rigging is a powerful addition to a full animation workflow that involves several tools and potentially different people authoring the same animation clips. If your studio or project is smaller, you might be wondering whether this feature can be helpful to you. We hope you’ll join us for our upcoming session on Thursday, June 25th as part of Unite Now to learn more about how Animation Rigging includes solutions for animation projects at any scale.
我们的主要目标之一是降低创建高质量动画的障碍。 动画索具是完整动画工作流程的有力补充,它涉及多个工具以及创作相同动画剪辑的可能不同的人员。 如果您的工作室或项目较小,您可能想知道此功能是否对您有所帮助。 我们希望您能参加 6月25日 ( 星期四) 作为Unite Now的一部分的下 一届会议 , 以了解有关“动画索具”如何包括各种规模的动画项目解决方案的更多信息。
![](https://i-blog.csdnimg.cn/blog_migrate/a170651923f2658e25ca4817382dcb27.png)
Animation Rigging is used to enrich character animations in a prototyping scene.
动画索具用于丰富原型场景中的角色动画。
In this webinar, Lead Evangelist Ciro Continisio will show some interesting use cases and how to configure them. He’ll use both runtime rigging and animation authoring to demonstrate how the Animation Rigging package can enhance the motion of almost any type of game, even when animation resources are limited.
在这次网络研讨会中,首席传教士Ciro Continisio将展示一些有趣的用例以及如何配置它们。 他将使用运行时绑定和动画创作来演示“动画索具”软件包如何增强几乎任何类型的游戏的运动,即使动画资源有限也是如此。