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2D Blending

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发表于 2014-3-28 11:18:52 | 显示全部楼层 |阅读模式
The first option in the Inspector of a Blend Node is the The Blend Type. This drop-down is used to select one of the different blend types that can blend according to one or two parameters. The 2D blending types blends the child motions according to two parameters.
混合节点在检视器中的第一个选项是混合类型。这个下拉菜单是用来选择使用一个或两个参数进行混合的混合模式。2D混合使用两个参数对子行动进行混合。
The different 2D Blend Types have different uses that they are suitable for. They differ in how the influence of each motion is calculated.
2D混合类型使用了一套适应自身的不同使用方法。他的不同点在于:每个子动作都在对整个动作产生影响。
2D Simple Directional 2D简单定向Best used when your motions represent different directions, such as "walk forward", "walk backward", "walk left", and "walk right", or "aim up", "aim down", "aim left", and "aim right". Optionally a single motion at position (0, 0) can be included, such as "idle" or "aim straight". In the Simple Directional type there should not be multiple motions in the same direction, such as "walk forward" and "run forward".
当你的动作表现为不同的方向(就像“向前走”、“向后走”、“向左走”和“向右走”,或“”“朝向上”、“朝向下”、“朝向做”和“朝向右”)时,你可以使用这个混合类型。当然你可以选择“等待”或者“朝向前”作为原点动作。在简单定向模式中应该尽量避免使用相同朝向的动作,比如“向前走”和“向前跑”。2D Freeform Directional 2D自由定向This blend type is also used when your motions represent different directions, however you can have multiple motions in the same direction, for example "walk forward" and "run forward". In the Freeform Directional type the set of motions should always include a single motion at position (0, 0), such as "idle".
这个混合类型同样也用于混合朝向不同的动作,虽然你也可以混合像“向前走”和“向前跑”这样的动作。在自由定向模式下,动作集合一般都应该有一个位于原点的动作,比如“等待”。2D Freeform Cartesian 2D自由笛卡尔坐标Best used when your motions do not represent different directions. With Freeform Cartesian your X parameter and Y parameter can represent different concepts, such as angular speed and linear speed. An example would be motions such as "walk forward no turn", "run forward no turn", "walk forward turn right", "run forward turn right" etc.
这种模式最好使用在你的各个动作间没有明显朝向区别的时候。在使用自由笛卡尔坐标时,你可以在X轴和Y轴上分别使用不同的定义,比如“角速度”和“线速度”。比如这样一些子动作:“向前走动不转弯”、“向前跑动不转弯”、“向前走动转向右”、“向前跑动转向右”等。After setting the Blend Type, the first thing you need is to select the two Animation Parameters that will control this Blend Tree. In this example, the parameters are velocityX (strafing) and velocityZ (forward speed).
在设置完毕混合模式之后,你需要做的第一件事就是选择两个动画参数来控制这颗混合树。在例子中,选择的参数是X方向速度分量(旋转)和Z方向速度分量(向前速度)。
Then you can add individual animations by clicking + -> Add Motion Field to add an Animation Clip to the blend tree. When you're done, it should look something like this:
你可以通过点击“+”-> 添加动作区域(Add Motion Field)来为混合树添加一个动画剪辑。当你完成这些以后,你可以看到想这样的一个检视器:

A 2D Blend Node with five Animation Clips.
一个由五个动画剪辑的2D混合节点。
The positions in 2D blending are like the thresholds in 1D blending, except that there are two values instead of one, corresponding to each of the two parameters. Their positions along the horizontal X axis correspond to the first parameter, and their positions along the vertical Y axis correspond to the second parameter. A walking forward animation might have a velocityX of 0 and a velocityZ of 1.5, so those values should be typed into the Pos X and Pos Y number fields for the motion.
2D混合中的位置(position)就像是1D混合中的临界值(thresholds)一样(除了2D中使用两个参数代替了1D中的一个以外)。位置中的水平X轴对应第一个参数,而垂直Y轴对应第二个参数。一个向前移动动画可能有0速度的X分量和1.5速度的Z分量,所以应该把这些值写在动作Pos X和Pos Y的对应数值区域内。
The 2D Blending Diagram
2D混合示意区域
The diagram at the top of the Inspector shows the positions of the child motions in the 2D blend space. The motions are shown as blue dots. Motions with no Animation Clip or Blend Tree assigned have no influence on the blend and are shown as gray dots. You can select a motion by clicking on its dot in the diagram. Once selected, the influence of that motion for each point in the blending space is visualized as a blue field. The field is strongest right under the position of the motion, where the motion has full influence, meaning that its animation weight is 1 and the other animations have a weight of 0. Further away the influence decreases as the influence of other motions take over.
在检视器的2D混合区域顶部是显示所有子动作位置的示意区域。子动作被显示为一个蓝色的点。那些没有动画剪辑加载或对混合树没有影响的点被显示为灰色的点。你可以通过点击示意区域中的那些点选择一个子动作。一旦你选择了某个子动作,那个子动作的对整个动作的影响将会用蓝色的区域显示。越接近动作点所在位置的区域,该子动作的影响越强烈。当参数点处于动作点时,该子动作(对整个动作)产生完整影响,这意味着这个动画剪辑的权重是1而其他任何动画剪辑的权重都是0。

The diagram at the top of the Blend Node Inspector visualizes the weights of the child motions over the extends of the parameter values.
混合节点检视器的顶部显示了某个子动作所包含的所有影响范围。
The red dot indicates the values of the two Parameters. If you press Play in the Preview at the bottom of the Inspector and drag the red dot in the diagram around, you can see how the values of the parameters are controlling the blending of the different motions. In the diagram you can also see the influence of each motion represented as circles around each motion. You will see that if you move the red dot on top of one of the blue dots representing a motion, the circle for that motion gains its maximum radius and the circles for all other motions shrink down to nothing. At positions that are in between several motions, multiple of the nearby motions will have an influence on the blend. If you select one of the motions in order to see the blue influence field of that motion, you can see that as you move the red dot around, the circle size of the motion corresponds exactly with how strong the influence field is at various positions.
红色的点标识了两个参数。如果你点击检视器底部预览框上的“播放”(Play)按钮,并且四处拖动这个红色的点,你就能看到这个参数的值是控制不同动作质之间的混合的。在示意图中你可以看到每个动作的影响力被显示成一个以动作点为圆心的圆形。如果你移动那个红色的点到某个蓝色的动作点上,那么这个蓝色点上的圆的半径编程最大,而其他的点上的圆形都消失了。而(将红色的点置于)一些动作的中间的位置的时候,越靠近红色的点的子动作在混合过程中占据更大的影响。如果你为了看到某个动作的影响区域选定一个子动作后,当你拖动红色的点时,(你会看到)该动作上对应的圆圈的大小和红色点所处位置的影响区域强度是对应的关系。
When no motion is selected, the diagram shows a mix of all the influence fields that is more blue where a single motion dominates and less blue where many motions contribute to the blend.
当没有动作被选择的时候,示意区域显示了一个所有影响区域叠加的效果:蓝色很深的位置被一个单独的动作控制,而蓝色较前的部分则通过多个动画混合。
Positions 位置You can change the positions of a motion by clicking on its corresponding blue dot in the diagram and dragging it around. You can also edit position coordinates of a motion in the motion list by typing in numbers in the number fields in the Pos X and Pos Y columns.
你可以通过点击拖动某个示意区域中的蓝色动画点来改变他的“位置”。你也可以通过编辑动作列表中的Pos X和Pos Y列中的数字来直接改变他们。
The Compute Positions drop-down will set the positions from data of your choice obtained from the root motions in the Animation Clips. The data that is available to choose from is speed, velocity x, y, or x, and angular speed in degrees or radians. If one or both of your parameterscorrespond to one of these properties, you can compute the Pos X and/or Pos Y using the Compute Positions drop-down.
“计算位置”(Compute Positions)下拉菜单将会设置根据你导入模型中的根动作自动选择设置位置的值。可选的数据包括速度,x、y、z方向速度分量,和基于角度或弧度的角速度。如果一个或者全部两个参数符合上面那些属性,你可以使用“计算位置”下拉菜单计算Pos X和/或 Pos Y的值。
  • Velocity XZ
    XZ速度

    Sets the Pos X of each motion according to its velocity.x and the Pos Y according to its velocity.z.
    每个动作的Pos X根据X方向分量设置;Pos Y根据Z方向分量设置。
  • Speed And Angular Speed
    速度和角速度

    Sets the Pos X of each motion according to its angular speed (in radians per second) and the Pos Y according to its speed.
    每个动作的Pos X根据角速度(每秒角度)设置;Pos Y 根据速度设置。

Furthermore you can mix and match by choosing Compute Position -> X Position From and/or Compute Position -> Y Position From to only auto-compute one of them at a time, leaving the other unchanged.
另外,你可以通过只选择“计算位置” ->“ 从…计算X位置”(X Position From)和/或 “计算位置” ->“ 从…计算Y位置”(Y Position From)分别计算每个分量,并保持另一个分量不变。
  • Speed 速度
    Sets the Pos X or Pos Y of each motion according to its speed (the magnitude of the velocity).
    根据速度设置位置(速度的大小)。
  • Velocity X
    X方向速度

    Sets the Pos X or Pos Y of each motion according to its velocity.x.
    根据x方向分量速度设置位置。
  • Velocity Y
    Y方向速度

    Sets the Pos X or Pos Y of each motion according to its velocity.y.
    根据y方向分量速度设置位置。
  • Velocity Z
    Z方向速度

    Sets the Pos X or Pos Y of each motion according to its velocity.z.
    根据z方向分量速度设置位置。
  • Angular Speed (Rad)
    角速度(弧度)

    Sets the Pos X or Pos Y of each motion according to its angular speed in radians per second.
    根据每秒转过的弧度计算位置。
  • Angular Speed (Deg)
    角速度(角度)

    Sets the Pos X or Pos Y of each motion according to its angular speed in degrees per second.
    根据每秒转过的角度计算位置。

Say, for example, that your parameters correspond to sideways velocity and forward velocity, and that you have an idle animation with an average velocity (0, 0, 0), a walk animation with (0, 0, 1.5), and two strafe animations with velocities of (-1.5, 0, 0) and (1.5, 0, 0) respectively. Choosing the Velocity XZ option from the drop-down would set the positions of the motions according to the X and Z coordinates of those velocities.
举个例子来说,你可以根据侧向移动和前向移动分别设置两个参数,这样你就会在平均速度(0, 0, 0)处得到一个等待动画,在(0, 0, 1.5)处得到一个走动动画,并且在(-1.5,,0, 0)和(1.5, 0, 0)处得到两个平移动画。从下拉菜单中选择“XZ速度”(Velocity XZ)选项将会根据X和Z方向分量速度设定动作的位置。

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