Unity3d skele插件 创建简单动画

本文介绍了如何使用Skele插件在Unity3D中创建动画。首先,需安装Skele插件并选择具有骨架的模型进行编辑。通过StartEdit开始编辑,调整姿势动作。接着,通过Animation窗口添加曲线并记录动画片段。在录制过程中,对骨骼进行旋转操作以创建不同的动作。最后,播放动画预览效果。
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1.      skele插件

 选中骨架层(Box01)然后按 StartEdit进行编辑,可以改变姿势动作(事先要需要先安装skele插件,并且需要有一个具有骨架的模型)

第一个图片是Unity3d中的Hierarchy  (如果你已经安装了skele插件就会有StartEdit这个东西)

 

 TimeFWJ


2.      制作动画片段

 先在Window那里调出Animation的小窗口->按了Add Curve之后选择-Box01->isActive旁边的加号

 

Requires Unity 5.3.0 or higher. Make Skeleton & Vertex Animations right inside the Unity Editor. [New Online Manual] [v1.9.1] Constraints System Skele: Character Animation Toolssignificantly speeds up animator/indie's animation workflow in several ways: 1. Enable developers to make / modify character animations in UnityEditor. Reduce software switching and tedious import/export/split work 2. [BETA] Integrated Timeline editorGreatly accelerate authoring productivity for complex multi-character scenes (cutscenes / finishing moves / etc) 3. Mesh-Morpher tools to make blendshape-like animations without bones 4. Export skinned meshes and animations as DAE archive 5. Utilize the clips you bought from store, modify them to your needs, convert clip type, export to external softwares, etc. 6. Constraints system working in both edit-mode & game-mode. 7. Spline Editor to edit movement path. ******************* Humanoid rig needs special treatment:Please read the two FAQ posts: (1)How to Edit Humanoid clips? (2)Best workflow for Humanoid models? ******************* Main Features: 1. Make animation for your rigged characters with FK/IK support. flag, stick, dragon, ghost, mech, bird, fish, robot, human... you could manipulate ANY rigged models. 2. Modify animations. Modify Generic/Legacy animations directly; with our converter, you could also modify and export clips you bought from assetstore too. Modify and get the result immediately. 3. Make blendshape-like vertex animations directly in Unity Editor. 4. Integrated with Timeline Editor [BETA]. Edit the cutscene right inplace, and easily integrate with code/fx/audio/gui/etc. 5. Visualize the bone link, the vertices, and bone weights, etc. 6. Reduce the folder size, you don't need to include duplicate meshes for each animation. 7. Make/Save/Load poses on disk 8. Convert MuscleClip(Humanoid clip) to and fro Legacy/Generic clip 9. Generate RootMotion from RootBone curves 10. Export character mesh and character ani
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