- Editado
我在项目中的飘带使用了物理来做,但在Preview view中查看时,不同动画切换会受物理影响有个很大的晃动。我要如何在切换动画进行动画Mix时消除物理骨带来的晃动影响?
我在项目中的飘带使用了物理来做,但在Preview view中查看时,不同动画切换会受物理影响有个很大的晃动。我要如何在切换动画进行动画Mix时消除物理骨带来的晃动影响?
Hello, I will answer from an editor point of view, maybe my colleagues have code suggestions.
The fact that physics are pretty much doing everything on their own automatically is usually pretty awesome but indeed it can get in our way when the movement or pose change from one animation to another is too sudden or too great in difference.
The closer a pose is to another, the smoother the transition will be. While if the distance is greater, a longer mix from one animation to the next may help.
If you need to suddently transition from a pose to another and see it nicely in the editor, I think there are 3 possible ways to have it be less jumpy:
Are you going to use this in the editor only, since you mentioned the Preview view, or do you intend to use this as runtime, and if yes, what runtime?
林汤圆 You can reset Physics Constraints by calling Skeleton.UpdateWorldTransform(Physics.Reset);
. This will reset the physics to the current pose, which should not be affected by the pose of the previous animation. If this is not what you are looking for, I would appreciate it if you could provide examples of what specific state you are looking for.