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using UnityEngine;
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using System. Collections;
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{
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{
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// Get the state for the clip we want to bake
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if (clipState == null )
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{
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return;
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}
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// Start playing the clip
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// Set time to start
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clipState. time = 0.0f;
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// Calculate time between baked frames
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// Bake the frames
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for ( int frameIndex = 0; frameIndex < m_numFramesToBake; ++frameIndex )
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{
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string frameName = string. Format ( "BakedFrame{0}", frameIndex );
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// Create a mesh to store this frame
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frameMesh. name = frameName;
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// Sample animation to get bones in the right place
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// Bake the mesh
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m_skinnedMeshRenderer. BakeMesh (frameMesh );
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// Setup game object to show frame
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frameGO. name = frameName;
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// Setup mesh filter
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meshFilter. mesh = frameMesh;
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// Setup mesh renderer
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MeshRenderer meshRenderer = frameGO. AddComponent<MeshRenderer> ( );
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meshRenderer. sharedMaterials = m_skinnedMeshRenderer. sharedMaterials;
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// Move to next frame time
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clipState. time += deltaTime;
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}
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// Stop playing
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}
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[SerializeField ]
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Animation m_animation; // Animation component used for baking
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[SerializeField ]
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SkinnedMeshRenderer m_skinnedMeshRenderer; // Skinned mesh renderer used for baking
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[SerializeField ]
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string m_clipToBake = "Idle"; // Name of the animation clip to bake
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[SerializeField ]
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int m_numFramesToBake = 30; // Number of frames to bake
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}
UNITY BAKEMESH 残影实现
最新推荐文章于 2024-10-28 12:59:25 发布
本文介绍了一个使用Unity进行动画烘焙的方法。通过此方法可以将动画状态应用于网格,从而创建一系列独立的帧。这些帧随后被组织成游戏对象,以便于查看和使用。
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