各頂点のボーンウェイト
The size of the array is either the same as vertexCount or empty. Each vertex can be affected by up to 4 different bones. All 4 bone weights should sum up to 1.
function Start () { gameObject.AddComponent(Animation); gameObject.AddComponent(SkinnedMeshRenderer); var renderer : SkinnedMeshRenderer = GetComponent(SkinnedMeshRenderer); // Build basic mesh var mesh : Mesh = new Mesh (); mesh.vertices = [Vector3(-1, 0, 0), Vector3(1, 0, 0), Vector3(-1, 5, 0), Vector3(1, 5, 0)]; mesh.uv = [Vector2(0, 0), Vector2(1, 0), Vector2(0, 1), Vector2(1, 1)]; mesh.triangles = [0, 1, 2, 1, 3, 2]; mesh.RecalculateNormals(); // Assign mesh to mesh filter & renderer renderer.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. var weights : BoneWeight[] = 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 var bones : Transform[] = new Transform[2]; var bindPoses : Matrix4x4[] = 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 = 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; mesh.bindposes = bindPoses; // Assign bones and bind poses renderer.bones = bones; renderer.sharedMesh = mesh; // Assign a simple waving animation to the bottom bone var curve : AnimationCurve = new AnimationCurve(); curve.keys = [ new Keyframe (0, 0, 0, 0), new Keyframe (1, 3, 0, 0), new Keyframe (2, 0.0, 0, 0) ]; // Create the clip with the curve var clip : AnimationClip = new AnimationClip(); clip.SetCurve("Lower", Transform, "m_LocalPosition.z", curve); // Add and play the clip animation.AddClip(clip, "test"); animation.Play("test"); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void Start() { gameObject.AddComponent<Animation>(); gameObject.AddComponent<SkinnedMeshRenderer>(); SkinnedMeshRenderer renderer = GetComponent<SkinnedMeshRenderer>(); 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(); renderer.material = new Material(Shader.Find("Diffuse")); 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; Transform[] bones = new Transform[2]; Matrix4x4[] bindPoses = new Matrix4x4[2]; bones[0] = new GameObject("Lower").transform; bones[0].parent = transform; bones[0].localRotation = Quaternion.identity; bones[0].localPosition = Vector3.zero; bindPoses[0] = bones[0].worldToLocalMatrix * transform.localToWorldMatrix; bones[1] = new GameObject("Upper").transform; bones[1].parent = transform; bones[1].localRotation = Quaternion.identity; bones[1].localPosition = new Vector3(0, 5, 0); bindPoses[1] = bones[1].worldToLocalMatrix * transform.localToWorldMatrix; mesh.bindposes = bindPoses; renderer.bones = bones; renderer.sharedMesh = mesh; 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)}; AnimationClip clip = new AnimationClip(); clip.SetCurve("Lower", typeof(Transform), "m_LocalPosition.z", curve); animation.AddClip(clip, "test"); animation.Play("test"); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def Start() as void: gameObject.AddComponent[of Animation]() gameObject.AddComponent[of SkinnedMeshRenderer]() renderer as SkinnedMeshRenderer = GetComponent[of SkinnedMeshRenderer]() mesh as Mesh = Mesh() mesh.vertices = (of Vector3: Vector3(-1, 0, 0), Vector3(1, 0, 0), Vector3(-1, 5, 0), Vector3(1, 5, 0)) mesh.uv = (of Vector2: Vector2(0, 0), Vector2(1, 0), Vector2(0, 1), Vector2(1, 1)) mesh.triangles = (of int: 0, 1, 2, 1, 3, 2) mesh.RecalculateNormals() renderer.material = Material(Shader.Find('Diffuse')) weights as (BoneWeight) = array[of 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 bones as (Transform) = array[of Transform](2) bindPoses as (Matrix4x4) = array[of Matrix4x4](2) bones[0] = GameObject('Lower').transform bones[0].parent = transform bones[0].localRotation = Quaternion.identity bones[0].localPosition = Vector3.zero bindPoses[0] = (bones[0].worldToLocalMatrix * transform.localToWorldMatrix) bones[1] = GameObject('Upper').transform bones[1].parent = transform bones[1].localRotation = Quaternion.identity bones[1].localPosition = Vector3(0, 5, 0) bindPoses[1] = (bones[1].worldToLocalMatrix * transform.localToWorldMatrix) mesh.bindposes = bindPoses renderer.bones = bones renderer.sharedMesh = mesh curve as AnimationCurve = AnimationCurve() curve.keys = (of Keyframe: Keyframe(0, 0, 0, 0), Keyframe(1, 3, 0, 0), Keyframe(2, 0.0F, 0, 0)) clip as AnimationClip = AnimationClip() clip.SetCurve('Lower', typeof(Transform), 'm_LocalPosition.z', curve) animation.AddClip(clip, 'test') animation.Play('test')