Unity动画☀️11. IK动画—手与木头的匹配

2024-08-14 16:14:58 浏览数 (2)

IK动画与MatchTarget区别:

MatchTarget实现从一段时间区域内,一个点到另一个点匹配的过程;IK动画用于直接将手或脚与某点的匹配

控制策略:a、在木头下新建两个点(空的GameObject),将这两个点调到合适位置,让手与这两个点进行匹配,完成托举木头的效果;

b、在匹配过程中,手部的旋转角度和位置是根据GameObject来匹配的,我们可以通过调节GameObject的角度和位置完成动画的手部角度的调节。

运行时可暂停运行,调节位置,逐帧更新动画,Transform齿轮处可Copy Component,调节完成后取消运行动画,Paste Component Values

1、勾选动画层的IK Pass

2、Player C#补充:

OnAnimatorIK(int layerIndex)方法在Update()方法外,因为勾选了IK Pass,系统会自动调用

print(layerIndex);可在控制台输出当前调用的动画层是几

Player总代码:

代码语言:javascript复制
using UnityEngine;

public class Player : MonoBehaviour {

    private Animator anim;
    private int speedRotateID = Animator.StringToHash("SpeedRotate");
    private int speedZID = Animator.StringToHash("SpeedZ");
    private int vaultID = Animator.StringToHash("Vault");
    private Vector3 matchTarget;
    private CharacterController characterController;
    private int vaultCurveID = Animator.StringToHash("vaultCurve");
    private int sliderID = Animator.StringToHash("Slider");
    private int sliderCurveID = Animator.StringToHash("sliderCurve");
    private int isHoldLogID = Animator.StringToHash("IsHoldLog");
    public Transform LeftHand, RightHand;
    public GameObject unityLog;

    void Start () {
        anim = GetComponent<Animator>();
        characterController = GetComponent<CharacterController>();
	}
	
	void Update () {

        anim.SetFloat(speedZID, Input.GetAxis("Vertical") * 4.5f);
        anim.SetFloat(speedRotateID, Input.GetAxis("Horizontal")*126);

        ProcessVault();
        ProcessSlider();
    }

    private void ProcessVault()
    {
        if (anim.GetFloat(speedZID) > 3 && anim.GetCurrentAnimatorStateInfo(0).IsName("LocalMotion"))
        {
            RaycastHit hit;
            if (Physics.Raycast(transform.position   Vector3.up * 0.3f, transform.forward, out hit, 4.5f))
            {
                if (hit.collider.tag == "Obstacle")
                {
                    if (hit.distance > 3)
                    {
                        Vector3 point = hit.point;
                        point.y = hit.transform.position.y   hit.collider.bounds.size.y   0.09f;  //普通的cube在水平面时默认中心高度y=0.5,但此模型水平中心高度为0(和底边一致)!,所以是它最低点位置 Y轴的大小
                        matchTarget = point;

                        anim.SetBool(vaultID, true);
                    }

                }
            }
            else anim.SetBool(vaultID, false);
        }

        characterController.enabled = anim.GetFloat(vaultCurveID) < 0.5f;

        if (anim.GetCurrentAnimatorStateInfo(0).IsName("Vault"))
        {
            anim.MatchTarget(matchTarget, Quaternion.identity, AvatarTarget.LeftHand, new MatchTargetWeightMask(Vector3.one, 0), 0.32f, 0.4f);
        }
    }
    private void ProcessSlider()
    {
        if (anim.GetFloat(speedZID) > 3 && anim.GetCurrentAnimatorStateInfo(0).IsName("LocalMotion"))
        {
            RaycastHit hit;
            if (Physics.Raycast(transform.position   Vector3.up * 1.5f, transform.forward, out hit, 5f))
            {
                if (hit.collider.tag == "Obstacle")
                {
                    if (hit.distance <2.8)
                    {
                        Vector3 point = hit.point;
                        point.y = 0 ; 
                        matchTarget = point transform.forward*2;
                        anim.SetBool(sliderID, true);
                    }
                }
            }
        }
        else anim.SetBool(sliderID, false);

        if (anim.GetCurrentAnimatorStateInfo(0).IsName("Slider"))
        {
            anim.MatchTarget(matchTarget, Quaternion.identity, AvatarTarget.Root, new MatchTargetWeightMask(new Vector3(1,0,1), 0), 0.38f, 0.67f);
        }

        if (anim.GetCurrentAnimatorStateInfo(0).IsName("Slider" ))
        {
            characterController.enabled = anim.GetFloat(sliderCurveID) < 0.5f;
        }
    }

    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Log")
        {
            Destroy(other.gameObject);
            unityLog.SetActive(true);
            anim.SetBool(isHoldLogID, true);
        }
    }

    private void OnAnimatorIK(int layerIndex)
    {
        if (layerIndex == 1)  //动画层从0开始排序
        {
            //print(layerIndex);
            int Weight = anim.GetBool(isHoldLogID) ? 1 : 0;  //三元运算符
            anim.SetIKPosition(AvatarIKGoal.LeftHand, LeftHand.position);
            anim.SetIKRotation(AvatarIKGoal.LeftHand, LeftHand.rotation);
            anim.SetIKPositionWeight(AvatarIKGoal.LeftHand, Weight);
            anim.SetIKRotationWeight(AvatarIKGoal.LeftHand, Weight);

            anim.SetIKPosition(AvatarIKGoal.RightHand, RightHand.position);
            anim.SetIKRotation(AvatarIKGoal.RightHand, RightHand.rotation);
            anim.SetIKPositionWeight(AvatarIKGoal.RightHand, Weight);
            anim.SetIKRotationWeight(AvatarIKGoal.RightHand, Weight);
        }
    }
}

动画展示:

动画系统其他各功能链接:TimeLine

大家还有什么问题,欢迎在下方留言!

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