Mesh.boneWeights 权重
var boneWeights : BoneWeight[]
Description描述
The bone weights of each vertex
每个顶点的骨骼权重。
The size of the array is either the same as vertexCount or empty.
这个数组的大小是等同于vertexCount或者为空。
Each vertex can be affected by up to 4 different bones. All 4 bone weights should sum up to 1
每一个顶点都可以最多收到4个不同骨骼的影响。所有这4个骨骼的权值应该的和为1.
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Start() {
gameObject.AddComponent<Animation>();
gameObject.AddComponent<SkinnedMeshRenderer>();
SkinnedMeshRenderer renderer = GetComponent<SkinnedMeshRenderer>();
Mesh mesh = new Mesh();
mesh.vertices = new Vector3[] {new Vector3(-1, 0, 0), new Vector3(1, 0, 0), new Vector3(-1, 5, 0), new Vector3(1, 5, 0)};
mesh.uv = new Vector2[] {new Vector2(0, 0), new Vector2(1, 0), new Vector2(0, 1), new Vector2(1, 1)};
mesh.triangles = new int[] {0, 1, 2, 1, 3, 2};
mesh.RecalculateNormals();
renderer.material = new Material(Shader.Find(" Diffuse"));
BoneWeight[] weights = new BoneWeight[4];
weights[0].boneIndex0 = 0;
weights[0].weight0 = 1;
weights[1].boneIndex0 = 0;
weights[1].weight0 = 1;
weights[2].boneIndex0 = 1;
weights[2].weight0 = 1;
weights[3].boneIndex0 = 1;
weights[3].weight0 = 1;
mesh.boneWeights = weights;
Transform[] bones = new Transform[2];
Matrix4x4[] bindPoses = new Matrix4x4[2];
bones[0] = new GameObject("Lower").transform;
bones[0].parent = transform;
bones[0].localRotation = Quaternion.identity;
bones[0].localPosition = Vector3.zero;
bindPoses[0] = bones[0].worldToLocalMatrix * transform.localToWorldMatrix;
bones[1] = new GameObject("Upper").transform;
bones[1].parent = transform;
bones[1].localRotation = Quaternion.identity;
bones[1].localPosition = new Vector3(0, 5, 0);
bindPoses[1] = bones[1].worldToLocalMatrix * transform.localToWorldMatrix;
mesh.bindposes = bindPoses;
renderer.bones = bones;
renderer.sharedMesh = mesh;
AnimationCurve curve = new AnimationCurve();
curve.keys = new Keyframe[] {new Keyframe(0, 0, 0, 0), new Keyframe(1, 3, 0, 0), new Keyframe(2, 0.0F, 0, 0)};
AnimationClip clip = new AnimationClip();
clip.SetCurve("Lower", typeof(Transform), "m_LocalPosition.z", curve);
animation.AddClip(clip, "test");
animation.Play("test");
}
}
function Start () {
gameObject.AddComponent(Animation);
gameObject.AddComponent(SkinnedMeshRenderer);
var renderer : SkinnedMeshRenderer = GetComponent(SkinnedMeshRenderer);
// Build basic mesh
// 建立基本网格
var mesh : Mesh = new Mesh ();
mesh.vertices = [Vector3(-1, 0, 0), Vector3(1, 0, 0), Vector3(-1, 5, 0),
Vector3(1, 5, 0)];
mesh.uv = [Vector2(0, 0), Vector2(1, 0), Vector2(0, 1), Vector2(1, 1)];
mesh.triangles = [0, 1, 2, 1, 3, 2];
mesh.RecalculateNormals();
// Assign mesh to mesh filter & renderer
// 赋予网格过滤器和渲染器。
renderer.material = new Material (Shader.Find(" Diffuse"));
// Assign bone weights to mesh
// 赋予网格权值。
// We use 2 bones. One for the lower vertices, one for the upper vertices.
// 我们使用两个骨架。一个为低层顶点,一个为高层顶点。
var weights : BoneWeight[] = new BoneWeight[4];
weights[0].boneIndex0 = 0;
weights[0].weight0 = 1;
weights[1].boneIndex0 = 0;
weights[1].weight0 = 1;
weights[2].boneIndex0 = 1;
weights[2].weight0 = 1;
weights[3].boneIndex0 = 1;
weights[3].weight0 = 1;
mesh.boneWeights = weights;
// Create Bone Transforms and Bind poses
// 建立骨骼变换和绑定姿势
// One bone at the bottom and one at the top
// 一个骨骼在底部另一个在顶部
var bones : Transform[] = new Transform[2];
var bindPoses : Matrix4x4[] = new Matrix4x4[2];
bones[0] = new GameObject ("Lower").transform;
bones[0].parent = transform;
// Set the position relative to the parent
// 设置相对于父级的位置
bones[0].localRotation = Quaternion.identity;
bones[0].localPosition = Vector3.zero;
// The bind pose is bone's inverse transformation matrix
// 绑定的姿势是骨骼的逆变换矩阵
// In this case the matrix we also make this matrix relative to the root
// 在这种情况下我们也要使这个矩阵是相对于根的
// So that we can move the root game object around freely
// 所以我们能随意的移动根级游戏物体
bindPoses[0] = bones[0].worldToLocalMatrix * transform.localToWorldMatrix;
bones[1] = new GameObject ("Upper").transform;
bones[1].parent = transform;
// Set the position relative to the parent
// 设置相对于父级的位置
bones[1].localRotation = Quaternion.identity;
bones[1].localPosition = Vector3(0, 5, 0);
// The bind pose is bone's inverse transformation matrix
// 绑定的姿势是骨骼的逆变换矩阵
// In this case the matrix we also make this matrix relative to the root
// 在这种情况下我们也要使这个矩阵是相对于根的
// So that we can move the root game object around freely
// 所以我们能随意的移动根级游戏物体
bindPoses[1] = bones[1].worldToLocalMatrix * transform.localToWorldMatrix;
mesh.bindposes = bindPoses;
// Assign bones and bind poses
// 为骨骼赋值并绑定姿势
renderer.bones = bones;
renderer.sharedMesh = mesh;
// Assign a simple waving animation to the bottom bone
// 赋予底部骨骼一个简单的波动动画
var curve : AnimationCurve = new AnimationCurve();
curve.keys = [ new Keyframe (0, 0, 0, 0), new Keyframe (1, 3, 0, 0),
new Keyframe (2, 0.0, 0, 0) ];
// Create the clip with the curve
// 创建曲线的剪辑
var clip : AnimationClip = new AnimationClip();
clip.SetCurve("Lower", Transform, "m_LocalPosition.z", curve);
// Add and play the clip
// 添加并且播放剪辑
animation.AddClip(clip, "test");
animation.Play("test");
}
最后修改:2010年12月9日 Thursday 18:28