public BoneWeight[] boneWeights ;

描述

网格中每个顶点的骨骼权重,最大值为 4。

此数组的大小为 Mesh.vertexCount 或 0。此数组按顶点索引进行排序。

此属性使用 BoneWeight 结构,这些结构仅表示每个索引的 4 个骨骼权重。在数组的每个 BoneWeight 结构中,骨骼权重采用降序,加起来等于 1。如果影响顶点的骨骼低于 4 个,则其余每个骨骼权重必须是 0。

若要对每个顶点使用更多或更少的骨骼权重,请使用较新的 Mesh.GetAllBoneWeightsMesh.SetBoneWeights API,它们使用 BoneWeight1 结构。

另请参阅:Mesh.GetAllBoneWeightsMesh.SetBoneWeightsMesh.GetBonesPerVertexMesh.GetBoneWeightsModelImporter.maxBonesPerVertexQualitySettings.skinWeightsSkinnedMeshRenderer.quality

using UnityEngine;
using System.Collections;

public class ExampleClass : 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();

// Assign mesh to mesh filter &amp; renderer rend.material = new Material(Shader.Find("Diffuse"));

// Assign bone weights to mesh // We use 2 bones. One for the lower vertices, one for the upper vertices. 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;

// A BoneWeights array (weights) was just created and the boneIndex and weight assigned. // The weights array will now be assigned to the boneWeights array in the Mesh. 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;

// assign the bindPoses array to the bindposes array which is part of 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);

// Add and play the clip anim.AddClip(clip, "test"); anim.Play("test"); } }
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