我的问题是我没有显示我在Unity3D的第三人称控制器中设置的自定义漫步动画。
动画是从具有model@walk.fbx结构的FBX文件导入的。我知道动画是有效的,因为如果我将它用作它显示的空闲动画。另一方面,它似乎也不是控制器脚本的问题,因为它适用于原型字符。
正在播放的动画似乎是在动画组件中选择的动画(选择了“自动播放”)。任何从第三人称控制器更改动画的尝试都适用于原型角色,但不适用于我的。
我没有也不想运行和跳转动画。使用原型字符,我在每个上面设置了步行动画,没有任何不利影响。控制器不会以这种方式关闭动画,因为控制台中没有来自第三人控制器脚本的日志条目。调用CrossFade调用的相关行。
关于我下一步可以看到的地方的任何线索?它更可能是控制器或动画的问题吗?还有别的吗?
更新:以下是我的控制器的代码。当我使用Unity提供的建筑工人的样本模型时,它工作正常。 _animation.CrossFade
的行将在预期的时间被调用。使用Play
或Blend
代替也无济于事。控制台中没有记录任何错误。
对于我们的自定义动画,但它不起作用。我现在怀疑问题在于模型。不幸的是,我无权分享该模型的样本。我已经向动画师询问了他如何创建FBX导出的更多细节。他需要使用哪些特定设置才能使模型在Unity中运行?虽然如果我将它们独立地添加到场景中,动画确实有用,这仍然很奇怪。
// Require a character controller to be attached to the same game object
@script RequireComponent(CharacterController)
public var idleAnimation : AnimationClip;
public var walkAnimation : AnimationClip;
public var walkMaxAnimationSpeed : float = 0.75;
private var _animation : Animation;
enum CharacterState {
Idle = 0,
Walking = 1,
}
private var _characterState : CharacterState;
// The speed when walking
var walkSpeed = 2.0;
var speedSmoothing = 10.0;
var rotateSpeed = 500.0;
var targetPrecision = 5;
var targetMaxDistance = 200;
// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
private var lockCameraTimer = 0.0;
// The current move direction in x-z
private var moveDirection = Vector3.zero;
// The current x-z move speed
private var moveSpeed = 0.0;
// The last collision flags returned from controller.Move
private var collisionFlags : CollisionFlags;
// Are we moving backwards (This locks the camera to not do a 180 degree spin)
private var movingBack = false;
// Is the user pressing any keys?
private var isMoving = false;
private var isControllable = true;
private var isTargetting : boolean = false;
private var targetPoint : Vector3 = Vector3.zero;
function Awake () {
moveDirection = transform.TransformDirection(Vector3.forward);
_animation = GetComponent(Animation);
if(!_animation)
Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
if(!idleAnimation) {
_animation = null;
Debug.Log("No idle animation found. Turning off animations.");
}
//_animation[idleAnimation.name] = idleAnimation;
if(!walkAnimation) {
_animation = null;
Debug.Log("No walk animation found. Turning off animations.");
}
//_animation[walkAnimation.name] = walkAnimation;
}
function UpdateSmoothedMovementDirection () {
var cameraTransform = Camera.main.transform;
// Forward vector relative to the camera along the x-z plane
var forward = cameraTransform.TransformDirection(Vector3.forward);
forward.y = 0;
forward = forward.normalized;
// Right vector relative to the camera
// Always orthogonal to the forward vector
var right = Vector3(forward.z, 0, -forward.x);
var v = Input.GetAxisRaw("Vertical");
var h = Input.GetAxisRaw("Horizontal");
// Are we moving backwards or looking backwards
if (v < -0.2)
movingBack = true;
else
movingBack = false;
var wasMoving = isMoving;
isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;
// Target direction relative to the camera
var targetDirection = h * right + v * forward;
// Lock camera for short period when transitioning moving & standing still
lockCameraTimer += Time.deltaTime;
if (isMoving != wasMoving)
lockCameraTimer = 0.0;
// We store speed and direction seperately,
// so that when the character stands still we still have a valid forward direction
// moveDirection is always normalized, and we only update it if there is user input.
if (targetDirection != Vector3.zero) {
// If we are really slow, just snap to the target direction
if (moveSpeed < walkSpeed * 0.9) {
moveDirection = targetDirection.normalized;
}
// Otherwise smoothly turn towards it
else {
moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
moveDirection = moveDirection.normalized;
}
}
// Smooth the speed based on the current target direction
var curSmooth = speedSmoothing * Time.deltaTime;
// Choose target speed
//* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);
_characterState = CharacterState.Idle;
// Pick speed modifier
targetSpeed *= walkSpeed;
_characterState = CharacterState.Walking;
moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
}
function UpdateTargettedMovementDirection () {
var cameraTransform = Camera.main.transform;
var wasMoving = isMoving;
isMoving = true;//Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;
// Target direction relative to the camera
// var targetDirection = h * right + v * forward;
var targetDirection = Vector3.zero;
targetDirection.x = targetPoint.x - transform.position.x;
targetDirection.z = targetPoint.z - transform.position.z;
targetDirection = targetDirection.normalized;
//Debug.Log("Target direction is " + targetDirection);
// Lock camera for short period when transitioning moving & standing still
lockCameraTimer += Time.deltaTime;
if (isMoving != wasMoving)
lockCameraTimer = 0.0;
// We store speed and direction seperately,
// so that when the character stands still we still have a valid forward direction
// moveDirection is always normalized, and we only update it if there is user input.
if (targetDirection != Vector3.zero) {
// If we are really slow, just snap to the target direction
if (moveSpeed < walkSpeed * 0.9) {
moveDirection = targetDirection.normalized;
}
// Otherwise smoothly turn towards it
else {
moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
moveDirection = moveDirection.normalized;
}
}
// Smooth the speed based on the current target direction
var curSmooth = speedSmoothing * Time.deltaTime;
// Choose target speed
//* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);
_characterState = CharacterState.Idle;
// Pick speed modifier
targetSpeed *= walkSpeed;
_characterState = CharacterState.Walking;
moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
}
function Update() {
if (!isControllable) {
// kill all inputs if not controllable.
Input.ResetInputAxes();
}
var distance : float = 0;
if (Input.GetMouseButtonUp(0)) {
if (isTargetting) {
isTargetting = false;
// Debug.Log("Stopped moving");
FaceCamera();
} else {
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
var layerMask = 1 << 8; // Terrain is layer 8
var hit : RaycastHit;
Physics.Raycast(Camera.main.transform.position, ray.direction, hit, 1000, layerMask);
distance = Vector3.Distance(transform.position, hit.point);
if (distance <= targetMaxDistance && hit.point != Vector3.zero) {
targetPoint = hit.point;
isTargetting = true;
// Debug.Log("Mouse up at hit " + hit.point + " at distance " + distance);
} else {
isTargetting = false;
// Debug.Log("Ignored mouse up at hit " + hit.point + " at distance " + distance);
}
}
}
if (isTargetting) {
// Debug.Log("Moving to " + targetPoint);
distance = Vector3.Distance(transform.position, targetPoint);
if (distance < targetPrecision) {
// Debug.Log("Reached point " + targetPoint + " at distance " + distance);
isTargetting = false;
FaceCamera();
} else {
UpdateTargettedMovementDirection();
}
} else {
UpdateSmoothedMovementDirection();
}
// Calculate actual motion
var movement = moveDirection * moveSpeed;
movement *= Time.deltaTime;
// Move the controller
var controller : CharacterController = GetComponent(CharacterController);
collisionFlags = controller.Move(movement);
// ANIMATION sector
if (_animation) {
if (controller.velocity.sqrMagnitude < 0.1) {
_animation.CrossFade(idleAnimation.name);
} else {
//_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed);
_animation.CrossFade(walkAnimation.name);
}
} else {
Debug.Log("Animation is null!");
}
// ANIMATION sector
// Set rotation to the move direction
transform.rotation = Quaternion.LookRotation(moveDirection);
}
function OnControllerColliderHit (hit : ControllerColliderHit ) {
// Debug.DrawRay(hit.point, hit.normal);
if (hit.moveDirection.y > 0.01)
return;
}
function GetSpeed () {
return moveSpeed;
}
function GetDirection () {
return moveDirection;
}
function IsMovingBackwards () {
return movingBack;
}
function GetLockCameraTimer () {
return lockCameraTimer;
}
function IsMoving () : boolean {
return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5;
}
function Reset () {
gameObject.tag = "Player";
}
function FaceCamera() {
var cameraTransform = Camera.main.transform;
// Forward vector relative to the camera along the x-z plane
var forward = cameraTransform.TransformDirection(Vector3.forward);
forward.y = 0;
forward = forward.normalized;
moveDirection = -forward;
}
更新2:用于创建动画的设置位于这些屏幕截图中。他们是对的吗?
答案 0 :(得分:1)
不是(但是:-)一个答案,但我需要更多的空间和图像。
从3.5 Unity3d开始,基于animation@model.fbx符号处理导入的方式发生了变化,有些人报告了麻烦(例如BIG Unity 3.5.0f1 problem with Skinned Rig - Major FAIL)。当第二个根骨头出现时会出现问题但是我可以通过将动画拖动到模型文件预制件来解决这个问题(我的大部分动画都包含在模型中,剩下的2个没有大的痛苦)。
为了确保我在评论部分理解你的答案,你有这样的事情:
这意味着:
假设这还有更多建议:
Debug.Log ("Walk: " + player.animation.IsPlaying ("Walk"));
<强> [更新] 强>
让我们看一下导入设置。你有拆分动画 检查并在开始和/或输入错误值 结束如1-1?
答案 1 :(得分:0)
这很奇怪,你可以发布源和演示吗?
您可以尝试检查: