Version: 2020.2

Mesh.SetBoneWeights

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public void SetBoneWeights (NativeArray<byte> bonesPerVertex, NativeArray<BoneWeight1> weights);

参数

bonesPerVertex 网格中每个顶点的骨骼数量。
weights 每个顶点的 BoneWeight1 结构(按顶点索引进行排序)。

描述

设置网格的骨骼权重。

Supports up to 255 bone weights per vertex. The bone weights for each vertex must be sorted with the most significant weights first. Zero weights will be ignored.

权重的存储精度可能低于传入的浮点值,因此不要期望使用 Mesh.GetAllBoneWeights 获取完全相同的值。使用的最低精度当前为 16 位标准化整数。

另请参阅:Mesh.GetAllBoneWeightsMesh.GetBonesPerVertexMesh.boneWeightsMesh.GetBoneWeights ModelImporter.maxBonesPerVertexQualitySettings.skinWeightsSkinnedMeshRenderer.quality

using UnityEngine;

public class SkinnedMeshExample : 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, 3, 1, 0, 2, 3 }; 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); clip.legacy = true; clip.wrapMode = WrapMode.Loop;

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