赞
踩

| 版本 | 作者 | 参与者 | 完成日期 | 备注 |
| UnityAPI_AnimationClip_V01_1.0 | 严立钻 |
| 2020.06.24 |
|
|
|
|
|
|
|

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html
++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html
++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html
++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html
++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/



| 【Motion动作】:动画剪辑与混合树的基类;Motions被用于Mecanim状态机的动画状态; |
++++储存基于关键帧的动画;
++++AnimationClip是用于Animation来播放动画;


++B2、Variables变量++++B2.1、events++++B2.2、frameRate++++B2.3、humanMotion++++B2.4、legacy++++B2.5、length++++B2.6、localBounds++++B2.7、wrapMode++++B2.8、YanlzXREngine.AnimationClip.Variables |

++++用于该剪辑的动画事件;
++++需要注意的是修改的事件仅持续在运行模式直到玩家退出;如果想持久添加动画事件,在编辑器使用AnimationUtility.SetAnimationEvents;
++++被取样关键帧的帧速率(只读);
++++帧速率是在动画程序用于创建动画或模型中使用;
| Debug.Log(GetComponent<Animation>()[“MyWalk”].clip.frameRate); |
++++如果该动画包含的曲线是人类骨骼,返回true;
++++如果动画剪辑被使用于旧版Animation组件,返回true;
| using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimationClip : MonoBehaviour{
void Start(){ AnimationClip fovc = new AnimationClip(); AnimationCurve curve = AnimationCurve.Linear(0.0f, 60.0f, 10.0f, 90.0f);
fovc.SetCurve(“”, typeof(Camera), “field of view”, curve); fovc.legacy = true;
GetComponent<Animation>().AddClip(fovc, “animfov”);
GetComponent<Animation>().Play(“animfov”);
} //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAnimationClip{} |
++++动画长度,单位秒(只读);
| using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimationClip : MonoBehaviour{ public Animation anim;
IEnumerator Start(){ anim = GetComponent<Animation>(); anim.Play();
yield return new WaitForSeconds(anim.clip.length); } //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAnimationClip{} |
++++动画组件在本地坐标空间这个动画剪辑的AABB也被附加;
++++该动画剪辑基于网格影响导入模型/动画之前预先计算;这个边界框是特定的网格,这个剪辑是在导入过程中附加;即这意味着,如果正使用Model@Animation符号,它是基于该部分文件和Model文件计算;
++++在动画状态设置使用的默认循环模式;

| public AnimationClip(); |
++++创建一个新的动画剪辑;


++D4、Public Functions公共函数++++D4.1、AddEvent++++D4.2、ClearCurves++++D4.3、EnsureQuaternionContinuity++++D4.4、SampleAnimation++++D4.5、SetCurve++++D4.6、YanlzXREngine.AnimationClip.PublicFunctions |

++++[evt]:要添加的动画事件;
++++给剪辑添加动画事件;
++++注意:动画事件被添加,只能持续在播放模式,直到退出播放模式或玩家退出;如果想给剪辑添加一个固定的事件,从Unity编辑器使用;
++++从该剪辑清除所有曲线;
++++为了保证更好的四元数插值,设置完成动画曲线后调用这个函数;
++++该函数重新调整四元数键来确保最短路径插补;
++++[go]:动画的游戏对象;
++++[time]:采样动画时间;
++++在给定的时间采样动画,为任意动画的属性;
++++建议使用动画界面,而不是出于性能的考虑;这会在给定的时间采样动画;在剪辑任意动画的组件属性将被替换为采样值;大部分时间可以使用Animation.Play替代;SampleAnimation用于当需要在一个无序的方式帧之间跳跃,或基于某些特殊的输入;
| using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimationClip : MonoBehaviour{ public AnimationClip clip;
void Update(){ clip.SampleAnimation(gameObject, clip.length - Time.time); } //立钻哥哥:void Update(){}
} //立钻哥哥:public class YanlzAnimationClip{} |
++++[relativePath]:应用给该曲线的游戏物体的路径;relativePath被格式化类似路径,如“root/spine/leftArm”;如果relativePath为空,表示动画剪辑附加的游戏物体;
++++[type]:被动画的组件的类类型;
++++[propertyName]:被动画的属性的名字或路径;
++++[curve]:动画曲线;
++++指定动画曲线来动画特定的属性;
++++如果曲线为null,曲线将被移除,如果曲线属性已经存在,曲线将被替换;
++++通常的名称是:“localPosition.x”,“localPosition.y”,“localPosition.z”,“localRotation.x”,“localRotation.y”,“localRotation.z”,“localRotation.w”,“localScale.x”,“localScale.y”,“localScale.z”;
++++Material材质属性可以使用shader输出的属性名称制作动画;通常使用的名称是:“_MainTex”,“_BumpMap”,“_Color”,“_SpecColor”,“_Emission”;如何动画化不同材质属性类型:Float属性;Vector4属性;Color属性;UV旋转属性;UV偏移和缩放;
++++Float属性:“PropertyName”;
++++Vector4属性:“PropertyName.x”,“PropertyName.y”,“PropertyName.z”,“PropertyName.w”;
++++Color属性:“PropertyName.r”,“PropertyName.g”,“PropertyName.b”,“PropertyName.a”;
++++UV旋转属性:“PropertyName.rotation”;
++++UV偏移和缩放:“PropertyName.offset.x”,“PropertyName.offset.y”,“PropertyName.scale.x”,“PropertyName.scale.y”;
++++对于在同一renderer的多个索引材质,能这样添加前缀:“[1]._MainText.offset.y”;
++++属性名可以通过设置资源序列化,可以在编辑器中设置强制文本模式进行查找;该文本文件由编辑器写入,将包含属性名;例如,yaml文件写入的场景对象将包含相机设置;
++++这个显示FOV参数的名为field of view;如果想要创建一个动画剪辑来动画相机的field of view,应该传递field of view作为参数;
| using UnityEngine; using System.Collections; using YanlzXREngine;
[RequireComponent(typeof(Animation))] public class YanlzAnimationClip : MonoBehaviour{ public Animation anim;
void Start(){ anim = GetComponent<Animation>(); AnimationCurve curve = AnimationCurve.Linear(0, 1, 2, 3); AnimationClip clip = new AnimationClip();
clip.legacy = true; clip.SetCurve(“”, typeof(Transform), “localPosition.x”, curve);
anim.AddClip(clip, “test”); anim.Play(“test”);
} //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAnimationClip{}
|
| using UnityEngine; using System.Collections; using YanlzXREngine;
[RequireComponent(typeof(Animation))] public class YanlzAnimationClip : MonoBehaviour{ public Animation anim;
void Start(){ anim = GetComponent<Animation>(); AnimationClip clip = new AnimationClip();
clip.legacy = true; clip.SetCurve(“”, typeof(Material), “_Color.a”, new AnimationCurve(new Keyframe(0, 0, 0, 0), new Keyframe(1, 1, 0, 0))); clip.SetCurve(“”, typeof(Materail), “_MainTex.offset.x”, AnimationCurve.Linear(0, 1, 2, 3));
anim.AddClip(clip, clip.name); anim.Play(clip.name);
} //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAnimationClip{} |






++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html
++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html
++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html
++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html
++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

| 立钻哥哥推荐的拓展学习链接(Link_Url) |
++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/
++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846
++++HTC_VIVE开发基础:https://blog.csdn.net/VRunSoftYanlz/article/details/81989970
++++Oculus杂谈:https://blog.csdn.net/VRunSoftYanlz/article/details/82469850
++++Oculus安装使用:https://blog.csdn.net/VRunSoftYanlz/article/details/82718982
++++Unity+SteamVR=>VR:https://blog.csdn.net/VRunSoftYanlz/article/details/88809370
++++Unity减少VR晕眩症:https://blog.csdn.net/VRunSoftYanlz/article/details/89115518
++++SteamVR简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86484254
++++SteamVR脚本功能分析:https://blog.csdn.net/VRunSoftYanlz/article/details/86531480
++++SteamVR2.0开发指南:https://blog.csdn.net/VRunSoftYanlz/article/details/86618187
++++SteamVR2.2.0开发指南:https://blog.csdn.net/VRunSoftYanlz/article/details/88784527
++++SteamVR2.2.0快速入门:https://blog.csdn.net/VRunSoftYanlz/article/details/88833579
++++SteamVR2.2.0交互系统:https://blog.csdn.net/VRunSoftYanlz/article/details/89199778
++++SteamVR2.2.0传送机制:https://blog.csdn.net/VRunSoftYanlz/article/details/89390866
++++SteamVR2.2.0教程(一):https://blog.csdn.net/VRunSoftYanlz/article/details/89324067
++++SteamVR2.2.0教程(二):https://blog.csdn.net/VRunSoftYanlz/article/details/89894097
++++SteamVR_Skeleton_Poser:https://blog.csdn.net/VRunSoftYanlz/article/details/89931725
++++SteamVR实战之PMCore:https://blog.csdn.net/VRunSoftYanlz/article/details/89463658
++++SteamVR/Extras:https://blog.csdn.net/VRunSoftYanlz/article/details/86584108
++++SteamVR/Input:https://blog.csdn.net/VRunSoftYanlz/article/details/86601950
++++OpenXR简介:https://blog.csdn.net/VRunSoftYanlz/article/details/85726365
++++VRTK杂谈:https://blog.csdn.net/VRunSoftYanlz/article/details/82562993
++++VRTK快速入门(杂谈):https://blog.csdn.net/VRunSoftYanlz/article/details/82955267
++++VRTK官方示例(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82955410
++++VRTK代码结构(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82780085
++++VRTK(SceneResources):https://blog.csdn.net/VRunSoftYanlz/article/details/82795400
++++VRTK_ControllerEvents:https://blog.csdn.net/VRunSoftYanlz/article/details/83099512
++++VRTK_InteractTouch:https://blog.csdn.net/VRunSoftYanlz/article/details/83120220
++++虚拟现实行业应用:https://blog.csdn.net/VRunSoftYanlz/article/details/88360157
++++Steam平台上的VR:https://blog.csdn.net/VRunSoftYanlz/article/details/88960085
++++Steam平台热销VR:https://blog.csdn.net/VRunSoftYanlz/article/details/89007741
++++VR实验:以太网帧的构成:https://blog.csdn.net/VRunSoftYanlz/article/details/82598140
++++实验四:存储器扩展实验:https://blog.csdn.net/VRunSoftYanlz/article/details/87834434
++++FrameVR示例V0913:https://blog.csdn.net/VRunSoftYanlz/article/details/82808498
++++FrameVR示例V1003:https://blog.csdn.net/VRunSoftYanlz/article/details/83066516
++++SwitchMachineV1022:https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
++++PlaySceneManagerV1022:https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
++++Unity5.x用户手册:https://blog.csdn.net/VRunSoftYanlz/article/details/81712741
++++Unity面试题ABC:https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
++++Unity面试题D:https://blog.csdn.net/VRunSoftYanlz/article/details/78630838
++++Unity面试题E:https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
++++Unity面试题F:https://blog.csdn.net/VRunSoftYanlz/article/details/78630945
++++Cocos2dx面试题:https://blog.csdn.net/VRunSoftYanlz/article/details/78630967
++++禅道[zentao]:https://blog.csdn.net/VRunSoftYanlz/article/details/83964057
++++Lua快速入门篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818
++++Lua快速入门篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502
++++Lua快速入门篇(基础概述):https://blog.csdn.net/VRunSoftYanlz/article/details/81041359
++++框架知识点:https://blog.csdn.net/VRunSoftYanlz/article/details/80862879
++++游戏框架(UI框架夯实篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80781140
++++游戏框架(初探篇):https://blog.csdn.net/VRunSoftYanlz/article/details/80630325
++++.Net框架设计:https://blog.csdn.net/VRunSoftYanlz/article/details/87401225
++++从零开始学架构:https://blog.csdn.net/VRunSoftYanlz/article/details/88095895
++++设计模式简单整理:https://blog.csdn.net/vrunsoftyanlz/article/details/79839641
++++专题:设计模式(精华篇):https://blog.csdn.net/VRunSoftYanlz/article/details/81322678
++++U3D小项目参考:https://blog.csdn.net/vrunsoftyanlz/article/details/80141811
++++Unity小游戏算法分析:https://blog.csdn.net/VRunSoftYanlz/article/details/87908365
++++Unity案例(Vehicle):https://blog.csdn.net/VRunSoftYanlz/article/details/82355876
++++UML类图:https://blog.csdn.net/vrunsoftyanlz/article/details/80289461
++++PowerDesigner简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86500084
++++Unity知识点0001:https://blog.csdn.net/vrunsoftyanlz/article/details/80302012
++++Unity知识点0008:https://blog.csdn.net/VRunSoftYanlz/article/details/81153606
++++U3D_Shader编程(第一篇:快速入门篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80372071
++++U3D_Shader编程(第二篇:基础夯实篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80372628
++++Unity引擎基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78881685
++++Unity面向组件开发:https://blog.csdn.net/vrunsoftyanlz/article/details/78881752
++++Unity物理系统:https://blog.csdn.net/vrunsoftyanlz/article/details/78881879
++++Unity2D平台开发:https://blog.csdn.net/vrunsoftyanlz/article/details/78882034
++++UGUI基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78884693
++++UGUI进阶:https://blog.csdn.net/vrunsoftyanlz/article/details/78884882
++++UGUI综合:https://blog.csdn.net/vrunsoftyanlz/article/details/78885013
++++Unity动画系统基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78886068
++++Unity动画系统进阶:https://blog.csdn.net/vrunsoftyanlz/article/details/78886198
++++Navigation导航系统:https://blog.csdn.net/vrunsoftyanlz/article/details/78886281
++++Unity特效渲染:https://blog.csdn.net/vrunsoftyanlz/article/details/78886403
++++Unity数据存储:https://blog.csdn.net/vrunsoftyanlz/article/details/79251273
++++Unity中Sqlite数据库:https://blog.csdn.net/vrunsoftyanlz/article/details/79254162
++++WWW类和协程:https://blog.csdn.net/vrunsoftyanlz/article/details/79254559
++++Unity网络:https://blog.csdn.net/vrunsoftyanlz/article/details/79254902
++++Unity资源加密:https://blog.csdn.net/VRunSoftYanlz/article/details/87644514
++++PhotonServer简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86652770
++++编写Photon游戏服务器:https://blog.csdn.net/VRunSoftYanlz/article/details/86682935
++++C#事件:https://blog.csdn.net/vrunsoftyanlz/article/details/78631267
++++C#委托:https://blog.csdn.net/vrunsoftyanlz/article/details/78631183
++++C#集合:https://blog.csdn.net/vrunsoftyanlz/article/details/78631175
++++C#泛型:https://blog.csdn.net/vrunsoftyanlz/article/details/78631141
++++C#接口:https://blog.csdn.net/vrunsoftyanlz/article/details/78631122
++++C#静态类:https://blog.csdn.net/vrunsoftyanlz/article/details/78630979
++++C#中System.String类:https://blog.csdn.net/vrunsoftyanlz/article/details/78630945
++++C#数据类型:https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
++++Unity3D默认的快捷键:https://blog.csdn.net/vrunsoftyanlz/article/details/78630838
++++游戏相关缩写:https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
++++UnityAPI.Rigidbody刚体:https://blog.csdn.net/VRunSoftYanlz/article/details/81784053
++++UnityAPI.Material材质:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303
++++UnityAPI.Android安卓:https://blog.csdn.net/VRunSoftYanlz/article/details/81843193
++++UnityAPI.AndroidJNI安卓JNI:https://blog.csdn.net/VRunSoftYanlz/article/details/81879345
++++UnityAPI.Transform变换:https://blog.csdn.net/VRunSoftYanlz/article/details/81916293
++++UnityAPI.WheelCollider轮碰撞器:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217
++++UnityAPI.Resources资源:https://blog.csdn.net/VRunSoftYanlz/article/details/83155518
++++JSON数据结构:https://blog.csdn.net/VRunSoftYanlz/article/details/82026644
++++CocosStudio快速入门:https://blog.csdn.net/VRunSoftYanlz/article/details/82356839
++++Unity企业内训(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82634668
++++Unity企业内训(第1讲):https://blog.csdn.net/VRunSoftYanlz/article/details/82634733
++++Unity企业内训(第2讲):https://blog.csdn.net/VRunSoftYanlz/article/details/82861180
++++Unity企业内训(第3讲):https://blog.csdn.net/VRunSoftYanlz/article/details/82927699
++++Unity企业内训(第4讲):https://blog.csdn.net/VRunSoftYanlz/article/details/83479776
++++Unity企业内训(第5讲):https://blog.csdn.net/VRunSoftYanlz/article/details/83963811
++++Unity企业内训(第6讲):https://blog.csdn.net/VRunSoftYanlz/article/details/84207696
++++钻哥带您了解产品原型:https://blog.csdn.net/VRunSoftYanlz/article/details/87303828
++++插件<Obi Rope>:https://blog.csdn.net/VRunSoftYanlz/article/details/83963905
++++计算机组成原理(教材篇):https://blog.csdn.net/VRunSoftYanlz/article/details/82719129
++++5G接入:云计算和雾计算:https://blog.csdn.net/VRunSoftYanlz/article/details/88372718
++++云计算通俗讲义:https://blog.csdn.net/VRunSoftYanlz/article/details/88652803
++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz
--_--VRunSoft:lovezuanzuan--_--


--_--VRunSoft:lovezuanzuan--_--
Copyright © 2003-2013 www.wpsshop.cn 版权所有,并保留所有权利。