原文链接:https://www.cnblogs.com/jingjiangtao/p/16666514.html

目的

Unity的AnimationClip.SetCurve()只在Editor中运行时有用,打包后运行时只对legacy的AnimationClip有用,对其它类型的动画Generic和Humanoid都不起作用。https://docs.unity3d.com/ScriptReference/AnimationClip.SetCurve.html

所以如果想在运行时加载和播放动画,只能用自定义格式。

注意:此自定义格式的生成、加载和播放,都不涉及重定向,通过特定的模型生成的动画,只能在这个模型上播放。

注意:本文只实现了人体模型的自定义动画,其它模型的实现思路相同。

思路

自定义动画格式的生成和播放有三个步骤:

  • 生成:把已经存在的动画片段转换成自定义动画格式
  • 序列化:保存和加载自定义动画格式
  • 播放:播放自定义动画格式

大致过程就是,以一定的帧率记录模型每个物体的position和rotation值,保存在自定义格式中,这种格式要能序列化。之后加载自定义格式,并以一定的帧率每帧设置物体的position和rotation,达到播放的效果。

第三方库

MessagePack

https://github.com/neuecc/MessagePack-CSharp

MessagePack是一种数据交换格式,可以生成体积更小的序列化文件,而且序列化和反序列化的速度更快。动画文件数据量比较大,生成的文件也比较大,所以最好选择生成文件体积更小的序列化方案。

实现

实体类

首先要定义实体类来保存动画数据。实体类的嵌套结构如下:

AnimDataSequence
{
    id: int,
    length: float,
    frameRate: float,
    name: string,

    animPathSequences: List<AnimPathSequence>
    [
        {
            path: string,
            localPosition: CurveVector3
            {
                x: AnimationCurve,
                y: AnimationCurve,
                z: AnimationCurve
            },
            localRotation: CurveQuaternion
            {
                x: AnimationCurve,
                y: AnimationCurve,
                z: AnimationCurve,
                w: AnimationCurve
            }
        },
        ...
    ]
}

最外层是AnimDataSequence类,id字段保存动画id;length保存动画时长,单位秒;frameRate保存动画帧率;name保存动画名称。animPathSequences是一个数组,数组的元素类型是AnimPathSequence,保存着模型中单个子物体位置和旋转值的动画曲线,path表示这个子物体相对模型根节点的路径,所以List<AnimationPathSequence>保存了模型的所有物体位置和旋转值的动画曲线。

图示:

 

 

每个实体类的代码如下:

AnimDataSequence.cs

[MessagePackObject]
public class AnimDataSequence
{
    [Key(0)]
    public int id;

    [Key(1)]
    public float length;

    [Key(2)]
    public float frameRate = 30f;

    [Key(3)]
    public string name;

    [Key(4)]
    public List<AnimPathSequence> animPathSequences = new List<AnimPathSequence>();

    public List<AnimSequenceFrame> GetFrame(float time)
    {
        List<AnimSequenceFrame> sequenceFrames = new List<AnimSequenceFrame>(animPathSequences.Count);
        foreach (AnimPathSequence sequence in animPathSequences)
        {
            AnimSequenceFrame frame = new AnimSequenceFrame();
            frame.path = sequence.path;
            frame.localPosition =
                new Vector3(
                    sequence.localPosition.x.Evaluate(time),
                    sequence.localPosition.y.Evaluate(time),
                    sequence.localPosition.z.Evaluate(time));

            frame.localRotation =
                new Quaternion(
                    sequence.localRotation.x.Evaluate(time),
                    sequence.localRotation.y.Evaluate(time),
                    sequence.localRotation.z.Evaluate(time),
                    sequence.localRotation.w.Evaluate(time));

            sequenceFrames.Add(frame);
        }

        return sequenceFrames;
    }
}

GetFrame()函数获取给定时间位置的一帧数据,返回一个元素类型是AnimSequenceFrame的数组。

[Serializable]
public class AnimSequenceFrame
{
    public string path;
    public Vector3 localPosition;
    public Quaternion localRotation;
}

 

AnimSequenceFrame中,path表示这个子物体相对于模型根节点的路径,localPosition和localRotation表示这个物体在这一帧的位置和旋转值。

AnimPathSequence.cs

[MessagePackObject]
public class AnimPathSequence
{
    [Key(0)]
    public string path;

    [Key(1)]
    public CurveVector3 localPosition = new CurveVector3();

    [Key(2)]
    public CurveQuaternion localRotation = new CurveQuaternion();
}

CurveQuaternion.cs

[MessagePackObject]
public class CurveQuaternion
{
    [Key(0)]
    public AnimationCurve x;

    [Key(1)]
    public AnimationCurve y;

    [Key(2)]
    public AnimationCurve z;

    [Key(3)]
    public AnimationCurve w;
}

CurveVector3.cs

[MessagePackObject]
public class CurveVector3
{
    [Key(0)]
    public AnimationCurve x;

    [Key(1)]
    public AnimationCurve y;

    [Key(2)]
    public AnimationCurve z;
}

AnimationCurve是Unity自有的类型,表示动画曲线,可以被MessagePack序列化和反序列化。其实,自定义的动画数据,最终都是保存在AnimationCurve中的。

生成

用Unity的Playable API获取动画指定时间的骨骼数据,保存到实体类对象中,最后保存成文件。

public void SaveAnimSequence(AnimationClip clip, Animator animator, string filePath, float frameRate = 0)
{
    // 创建PlayableGraph,用于播放动画
    PlayableGraph playableGraph = PlayableGraph.Create("ConvertHumanoidAnimation");
    playableGraph.SetTimeUpdateMode(DirectorUpdateMode.Manual);
    // 把动画片段连接到PlayableGraph中
    AnimationPlayableOutput animPlayableOutput = AnimationPlayableOutput.Create(playableGraph, "AnimationOutput", animator);
    AnimationClipPlayable animClipPlayable = AnimationClipPlayable.Create(playableGraph, clip);
    animPlayableOutput.SetSourcePlayable(animClipPlayable);

    // 创建自定义动画对象,设置必要的参数
    AnimDataSequence animSequence = new AnimDataSequence();
    animSequence.length = clip.length;
    animSequence.name = clip.name;
    // 如果没有传帧率,就用原始动画片段的参数
    animSequence.frameRate = frameRate == 0 ? clip.frameRate : frameRate;
    // 计算每帧的持续时间
    float frameDuration = 1f / animSequence.frameRate;

    Transform root = animator.transform;
    List<Transform> bones = new List<Transform>();

    // 获取人体骨骼对应的物体Transform数组
    for (int i = 0; i < (int)HumanBodyBones.LastBone; i++)
    {
        Transform boneTransform = animator.GetBoneTransform((HumanBodyBones)i);
        if (boneTransform != null)
        {
            bones.Add(boneTransform);

            AnimPathSequence pathSequence = new AnimPathSequence();
            animSequence.animPathSequences.Add(pathSequence);

            // 获取相对路径
            pathSequence.path = Utils.RelativePath(root, boneTransform);

            pathSequence.localPosition.x = new AnimationCurve();
            pathSequence.localPosition.y = new AnimationCurve();
            pathSequence.localPosition.z = new AnimationCurve();

            pathSequence.localRotation.x = new AnimationCurve();
            pathSequence.localRotation.y = new AnimationCurve();
            pathSequence.localRotation.z = new AnimationCurve();
            pathSequence.localRotation.w = new AnimationCurve();
        }
    }

    // 开始获取动画对应的人体骨骼数据
    float time = 0f;
    while (time <= clip.length)
    {
        // 根据时间点定位动画
        animClipPlayable.SetTime(time);
        playableGraph.Evaluate();

        for (int i = 0; i < bones.Count; i++)
        {
            Transform bone = bones[i];
            AnimPathSequence pathSequence = animSequence.animPathSequences[i];

            pathSequence.localPosition.x.AddKey(time, bone.localPosition.x);
            pathSequence.localPosition.y.AddKey(time, bone.localPosition.y);
            pathSequence.localPosition.z.AddKey(time, bone.localPosition.z);

            pathSequence.localRotation.x.AddKey(time, bone.localRotation.x);
            pathSequence.localRotation.y.AddKey(time, bone.localRotation.y);
            pathSequence.localRotation.z.AddKey(time, bone.localRotation.z);
            pathSequence.localRotation.w.AddKey(time, bone.localRotation.w);
        }

        // 下一帧的时间
        time += frameDuration;
    }

    playableGraph.Destroy();

    // 用MessagePack序列化并保存到文件
    byte[] bytes = MessagePackSerializer.Serialize(animSequence);
    File.WriteAllBytes(filePath, bytes);
}

简单起见,代码最后直接把自定义动画数据保存到了文件。实际使用可以不保存文件,序列化后用于网络传输。

frameRate参数表示采样的帧率,值越大,文件体积越大,动画也越精确,需要取舍。

加载和播放

加载就是用MessagePack库把MessagePack数据反序列化;播放就是每帧播放指定时间点的动画曲线;

public class PoseSequencePlay : MonoBehaviour
{
    public bool IsPlaying => _isPlaying;

    public float CurrentTime
    {
        get
        {
            return _time;
        }

        set
        {
            if (value > _animDataSequence.length) return;

            _time = value;
            SetPose();
        }
    }

    public bool Loop { get; set; } = false;
    public AnimDataSequence AnimDataSequence => _animDataSequence;

    protected Transform _character;
    protected AnimDataSequence _animDataSequence;
    protected float _time = 0f;
    protected bool _isPlaying = false;

    protected virtual void Update()
    {
        if (!_isPlaying)
        {
            return;
        }

        if (_time > _animDataSequence.length)
        {
            if (Loop)
            {
                Stop();
                Play();
            }
            else
            {
                _isPlaying = false;
            }

            return;
        }

        SetPose();

        // 增加时间
        _time += Time.deltaTime;
    }

    protected void SetPose()
    {
        if (_animDataSequence == null || _character == null) return;
        if (_time > _animDataSequence.length) return;

        // 获取指定时间的序列数据
        List<AnimSequenceFrame> frame = _animDataSequence.GetFrame(_time);
        // 将获取到的数据赋值给对应的骨骼
        foreach (AnimSequenceFrame frameOnePath in frame)
        {
            Transform boneTransform = _character.Find(frameOnePath.path);
            if (boneTransform != null)
            {
                boneTransform.localPosition = frameOnePath.localPosition;
                boneTransform.localRotation = frameOnePath.localRotation;
            }
            else
            {
                Debug.LogWarning($"[GestureGenerator] {frameOnePath.path} is Null");
            }
        }
    }

    public virtual void PrepareData(string animDataSequenceFilePath, Transform character)
    {
        byte[] bytes = File.ReadAllBytes(animDataSequenceFilePath);
        AnimDataSequence sequence = MessagePackSerializer.Deserialize<AnimDataSequence>(bytes);
        PrepareData(sequence, character);
    }

    public virtual void PrepareData(byte[] sequenceBytes, Transform character)
    {
        AnimDataSequence sequence = MessagePackSerializer.Deserialize<AnimDataSequence>(sequenceBytes);
        PrepareData(sequence, character);
    }

    public virtual async Task PrepareDataAsync(string animDataSequenceFilePath, Transform character)
    {
        AnimDataSequence sequence = null;
        using (FileStream fileStream = File.OpenRead(animDataSequenceFilePath))
        {
            sequence = await MessagePackSerializer.DeserializeAsync<AnimDataSequence>(fileStream);
        }

        PrepareData(sequence, character);
    }

    public virtual void PrepareData(AnimDataSequence sequence, Transform character)
    {
        _isPlaying = false;
        _time = 0f;
        _animDataSequence = sequence;
        _character = character;
    }

    public virtual void Play()
    {
        _isPlaying = true;
    }

    public virtual void Pause()
    {
        _isPlaying = false;
    }

    public virtual void Stop()
    {
        _isPlaying = false;
        _time = 0f;
        SetPose();
    }

    public virtual void Clear()
    {
        Stop();
        _animDataSequence = null;
        _character = null;
    }
}

PoseSequencePlay是一个继承了MonoBehaviour的类,需要挂载到Unity场景中运行。

加载的核心函数是PrepareData(),通过MessagePackSerializer.Deserialize()反序列化自定义动画数据。

播放的核心函数有两个:Update()和SetPose()。SetPose()函数根据当前时间将人物模型设置为自定义动画序列中的姿势,Update()函数每帧设置动画姿势,并递增时间。

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文章来源: 博客园

原文链接: https://www.cnblogs.com/jingjiangtao/p/16666514.html

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