绑定姿势。每个索引处的绑定姿势引用索引相同的骨骼。
当骨骼处于绑定姿势时,绑定姿势是骨骼变换矩阵的逆矩阵。
using UnityEngine;
using System.Collections;
// this example creates a quad mesh from scratch, creates bones
// and assigns them, and animates the bones motion to make the
// quad animate based on a simple animation curve.
public class BindPoseExample : MonoBehaviour
{
void Start()
{
gameObject.AddComponent<Animation>();
gameObject.AddComponent<SkinnedMeshRenderer>();
SkinnedMeshRenderer rend = GetComponent<SkinnedMeshRenderer>();
Animation anim = GetComponent<Animation>();
// Build basic mesh
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();
rend.material = new Material(Shader.Find("Diffuse"));
// assign bone weights to mesh
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;
// Create Bone Transforms and Bind poses
// One bone at the bottom and one at the top
Transform[] bones = new Transform[2];
Matrix4x4[] bindPoses = new Matrix4x4[2];
bones[0] = new GameObject("Lower").transform;
bones[0].parent = transform;
// Set the position relative to the parent
bones[0].localRotation = Quaternion.identity;
bones[0].localPosition = Vector3.zero;
// The bind pose is bone's inverse transformation matrix
// In this case the matrix we also make this matrix relative to the root
// So that we can move the root game object around freely
bindPoses[0] = bones[0].worldToLocalMatrix * transform.localToWorldMatrix;
bones[1] = new GameObject("Upper").transform;
bones[1].parent = transform;
// Set the position relative to the parent
bones[1].localRotation = Quaternion.identity;
bones[1].localPosition = new Vector3(0, 5, 0);
// The bind pose is bone's inverse transformation matrix
// In this case the matrix we also make this matrix relative to the root
// So that we can move the root game object around freely
bindPoses[1] = bones[1].worldToLocalMatrix * transform.localToWorldMatrix;
// bindPoses was created earlier and was updated with the required matrix.
// The bindPoses array will now be assigned to the bindposes in the Mesh.
mesh.bindposes = bindPoses;
// Assign bones and bind poses
rend.bones = bones;
rend.sharedMesh = mesh;
// Assign a simple waving animation to the bottom bone
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) };
// Create the clip with the curve
AnimationClip clip = new AnimationClip();
clip.SetCurve("Lower", typeof(Transform), "m_LocalPosition.z", curve);
clip.legacy = true;
// Add and play the clip
clip.wrapMode = WrapMode.Loop;
anim.AddClip(clip, "test");
anim.Play("test");
}
}
注意:请参阅 Mesh 页面,其中示例 2 演示顶点如何进行 复制、更新以及重新分配给 Mesh。此页面上的示例 也采用相同方式更新 bindposes、SkinnedMeshRenderer.bones 和 SkinnedMeshRenderer.sharedMesh。