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Hands-on C++ Game Animation Programming阅读笔记(九)
Chapter 12: Blending between AnimationsThis fade is usually short—a quarter of a second or less. (动画之间的fade一般很快,0.5s甚至更短)本章重点:两个Pose的Blending不同Animations的CrossFading,会有一个cross fade controller来处理一个blend queueAdditive BlendingPose blending也没啥新东西,原创 2023-03-10 14:07:08 · 2236 阅读 · 0 评论 -
UE BlendSpace处理SyncMarker相关代码研究
参考:https://arrowinmyknee.com/2020/10/13/deep-dive-into-blendspace-in-ue4/主要是对UE的Sync相关的代码不太理解,然后BlendSpace在SyncMarker作用时出的Bug不太好查,所以写下了这篇文章。原创 2023-02-14 11:47:08 · 794 阅读 · 0 评论 -
UE里动画状态机节点权重研究
参考:https://forums.unrealengine.com/t/animbp-what-is-a-conduit-and-why-do-you-need-it/363568参考:https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/StateMachines/Overview/动画状态机节点里可以右键添加Conduit State,如下图所示,前面有个拉分支线的图标:Conduit翻译过来原创 2023-02-06 12:04:37 · 1388 阅读 · 0 评论 -
UE的Blend Profile
这个概念是在UE4的动画系统里提出的feature,可以让我们设置每个Bone的blend speed。如果没有这玩意儿,正常动画Blend时,所有的Bone的Blend Speed都是相同的。这个功能可以有效解决movement动画之间的transition造成的滑步问题,同时保证上半身动画的流畅性。原创 2022-12-01 15:33:05 · 783 阅读 · 0 评论 -
Hands-on C++ Game Animation Programming阅读笔记(四)
Chapter 5: Implementing TransformsIn this chapter, you will implement a structure that holds position, rotation, and scale data. This structure is a transform. A transform maps from one space to another space.这里有个疑问,为什么不用4*4矩阵来记录rotation、position和scale原创 2021-10-28 13:39:23 · 1838 阅读 · 0 评论 -
Hands-on C++ Game Animation Programming阅读笔记(三)
Chapter 4: Implementing Quaternions其实很多人物的动画里,只有rotation,没有平移或者scale上的变化。Most humanoid animations are created using only rotations—no translation or scale is needed. Think about an elbow joint, for example. The natural motion of an elbow only rotates. I原创 2021-10-26 00:17:04 · 1991 阅读 · 0 评论 -
Hands-on C++ Game Animation Programming阅读笔记(二)
#Chapter 2: Implementing Vectors详细的可以参考这里重点在以下部分:Understanding component-wise operationsUnderstanding non-component-wise operationsvector的插值和比较大小##简单Vector介绍A vector is an n-tuple of numbers.##创建Vector类这里使用struct来创建,代码如下:// 放在新创建的vec3.h头文件里#原创 2021-10-23 12:39:13 · 734 阅读 · 1 评论 -
Hands-on C++ Game Animation Programming阅读笔记(一)
Chapter 1: Creating a Game Window这节课主要是创建Windows窗口,设置OpenGL的Context,具体分为:Open a Win32 windowCreate and bind an OpenGL 3.3 Core contextUse glad to load OpenGL 3.3 Core functionsEnable vsynch for the created windowUnderstand the downloadable samples f原创 2021-10-22 12:48:35 · 1044 阅读 · 2 评论 -
Hands-on C++ Game Animation Programming阅读笔记(八)
Chapter 11: Optimizing the Animation Pipeline本章的优化的几个思路:用更好的方法来实现skinning更高效的Sample Animation Clips回顾生成matrix palette的方式具体分为以下几个内容:Skin matrix的预处理把skin pallete存到texture里更快的SamplingThe Pose palette generation探讨Pose::GetGlobalTransform函数Skin原创 2021-12-23 19:48:48 · 2606 阅读 · 0 评论 -
Hands-on C++ Game Animation Programming阅读笔记(七)
Chapter 10: Mesh SkinningDeforming a mesh to match an animated pose is called skinning.Mesh Skinning是基于Animation Pose,改变Mesh去匹配Pose的过程,可以通过Shader进行GPU Skinning,也可以用CPU进行C++这边的Skinning,我以前还写过一篇文章比较它俩的特点。本章重点:skinned mesh与non-skinned mesh的区别了解整个skinn原创 2021-12-08 20:28:01 · 1163 阅读 · 0 评论 -
Hands-on C++ Game Animation Programming阅读笔记(六)
Chapter 9: Implementing Animation ClipsAn animation clip is a collection of the TransformTrack objects. An animation clip animates a collection of transformsover time and the collection of transforms that is animated is called a pose. Think of a pose as原创 2021-11-26 18:18:24 · 1329 阅读 · 0 评论 -
Unity的PlayableGraph切换AnimationClipPlayable时关于RestPose的思考
问题是这样的,我有这么个简单的应用场景,一个PlayableGraph,只有一个output为AnimationPlayableOutput,然后直接连接一个AnimationClipPlayable。现在我的需求是,Editor下,使用脚本,把它的播放状态换成我一个新的Animation Clip。一开始我的代码是这么写的:public class Test : MonoBehaviour{ public AnimationClip clip; public AnimationCl原创 2021-11-26 11:48:35 · 4017 阅读 · 2 评论 -
Hands-on C++ Game Animation Programming阅读笔记(五)
Chapter 7: Exploring the glTF File FormatglTF is a standard format that can store both mesh and animation data. a file format that contains everything you need to display animated models. It’s a standard format that most three-dimensional content creatio原创 2021-11-21 22:57:53 · 1982 阅读 · 0 评论