如何将SCNAnimationPlayer“裁剪”为特定的开始和结束时间,iOS 11

时间:2017-09-08 05:42:38

标签: animation scenekit ios11 arkit xcode9-beta

我有一个带有长动画的.dae模型。动画包括步行,跑步,击球,死亡等部分。我知道每个部分的开始和结束的帧数。我也知道每秒帧速率。因此,获取每个细分的开始和结束时间非常简单。

我可以将完整动画作为SCNAnimationPlayer对象。我一直在试验的是制作完整动画的副本,然后设置动画的timeOffset和持续时间。

let walkPlayer = fullPlayer.copy() as! SCNAnimationPlayer
walkPlayer.stop()
walkPlayer.animation.timeOffset = walk.offset
walkPlayer.animation.duration = walk.duration

然后我将walkPlayer添加回Bip01节点(我从中获得了完整的动画)。

通过调用animationPlayer(forKey:“walk”),我可以轻松地轻松地进行游戏?。play()

我可以轻松地更改动画的持续时间和其他方面。但是动画总是从第0帧开始。无论我输入什么值.timeOffset,它都会被忽略。

如何从SCNAnimationPlayer中的SCNAnimation的起始帧到结束帧进行播放?

2 个答案:

答案 0 :(得分:6)

关键是寻找

CAAnimation(scnAnimation: animation)

SCNAnimation(caAnimation: animation)

一旦我找到了这些,我就可以使用CAAnimationGroup来“裁剪”完整的动画。

这是我正在研究的Troll.swift。当然,有很多工作要做,但现在我至少可以让可怜的野兽走路而死。

class Troll: SCNNode {
    var body:SCNNode!

    static func timeRange(forStartingAtFrame start:Int, endingAtFrame end:Int, fps:Double = 30) -> (offset:TimeInterval, duration:TimeInterval) {
        let startTime   = self.time(atFrame: start, fps: fps) //TimeInterval(start) / fps
        let endTime     = self.time(atFrame: end, fps: fps) //TimeInterval(end) / fps
        return (offset:startTime, duration:endTime - startTime)
    }

    static func time(atFrame frame:Int, fps:Double = 30) -> TimeInterval {
        return TimeInterval(frame) / fps
    }

    static func animation(from full:CAAnimation, startingAtFrame start:Int, endingAtFrame end:Int, fps:Double = 30) -> CAAnimation {
        let range = self.timeRange(forStartingAtFrame: start, endingAtFrame: end, fps: fps)
        let animation = CAAnimationGroup()
        let sub = full.copy() as! CAAnimation
        sub.timeOffset = range.offset
        animation.animations = [sub]
        animation.duration = range.duration
        return animation
    }


    func load() {

        guard let trollScene = SCNScene(named: "Models.scnassets/troll/troll.dae") else {
            fatalError("Can't load the scene")
        }

        guard let troll_body = trollScene.rootNode.childNode(withName: "troll", recursively: true) else {
            fatalError( "found no troll")
        }

        guard let troll_weapon = trollScene.rootNode.childNode(withName: "troll_weapon", recursively: true) else {
            fatalError( "found no troll_weapon")
        }

        guard let troll_bracelet = trollScene.rootNode.childNode(withName: "troll_bracelet", recursively: true) else {
            fatalError( "found no troll_bracelet")
        }

        guard let bips = trollScene.rootNode.childNode(withName: "Bip01", recursively: true) else {
            fatalError( "found no Bip01")
        }

        guard let fullKey = bips.animationKeys.first else {
            fatalError( "Bip01 got no animation")
        }

        guard let fullPlayer = bips.animationPlayer(forKey: fullKey) else {
            fatalError( "Bip01 got no player for \(fullKey)")
        }
        let fullAnimation = CAAnimation(scnAnimation: fullPlayer.animation)

        self.addChildNode(troll_body)
        self.addChildNode(troll_weapon)
        self.addChildNode(troll_bracelet)
        self.addChildNode(bips)

        self.body = bips
        self.body.removeAllAnimations()

        let walkAnimation = Troll.animation(from: fullAnimation, startingAtFrame: 10, endingAtFrame: 60)
        walkAnimation.repeatCount = .greatestFiniteMagnitude
        walkAnimation.fadeInDuration = 0.3
        walkAnimation.fadeOutDuration = 0.3
        let walkPlayer = SCNAnimationPlayer(animation: SCNAnimation(caAnimation: walkAnimation))
        self.body.addAnimationPlayer(walkPlayer, forKey: "walk")

        let deathAnimation = Troll.animation(from: fullAnimation, startingAtFrame: 1810, endingAtFrame: 1850)
        deathAnimation.isRemovedOnCompletion = false
        deathAnimation.fadeInDuration = 0.3
        deathAnimation.fadeOutDuration = 0.3
        let deathPlayer = SCNAnimationPlayer(animation: SCNAnimation(caAnimation: deathAnimation))
        self.body.addAnimationPlayer(deathPlayer, forKey: "death")

        self.scale     = SCNVector3(0.1,0.1,0.1)

    }

    func walk() {
        print( "+++ walk +++" )
        self.body.animationPlayer(forKey: "walk")?.play()
    }

    func death() {
        print( "+++ death +++" )
        self.body.animationPlayer(forKey: "walk")?.stop(withBlendOutDuration: 0.3)
        self.body.animationPlayer(forKey: "death")?.play()
    }
}

答案 1 :(得分:0)

对于想要在一个镜面框架上停止动画的人。顺便说一句,SCNAnimationPlayer.animation不支持timeOffset设置非常奇怪。

+(SCNAnimationPlayer*)animationPlayer:(SCNAnimationPlayer *)animPlayer onTimeOffset:(CGFloat)timeOffset{
     SCNAnimation *anim = animPlayer.animation;
     CAAnimation *caAnim = [CAAnimation animationWithSCNAnimation:anim];
     caAnim.timeOffset = timeOffset * caAnim.duration;
     caAnim.speed = 0;
     caAnim.usesSceneTimeBase = NO;
     anim = [SCNAnimation animationWithCAAnimation:caAnim];
     animPlayer = [SCNAnimationPlayer animationPlayerWithAnimation:anim];
     return animPlayer;
}

如果要在进度的一半上停止骨架动画,请将timeOffset设置为0.5。

SCNAnimationPlayer *animPlayer = [SCNAnimationPlayer animationPlayer:[node animationPlayerForKey:key] onTimeOffset:0.5];
[node addAnimationPlayer:animPlayer forKey:key];
[animPlayer play];