3D 모델링 애플리케이션(예: Autodesk® Maya®)에서 블렌드 셰이프를 설정한 후 다음 절차를 따르십시오.
0
은 블렌드 셰이프에 인플루언스가 없음을 의미합니다.100
은 블렌드 셰이프에 인플루언스가 가득 찼음을 의미합니다.블렌드 애니메이션을 만들려면 다음 절차를 따르십시오.
키프레임과 블렌드 가중치를 조정하여 원하는 애니메이션을 만듭니다.
애니메이션을 미리 보려면 에디터 창 또는 애니메이션 창에서 Play를 클릭합니다.
또한 GetBlendShapeWeight와 SetBlendShapeWeight 같은 함수를 사용하여 스크립팅을 통해 블렌드 가중치를 설정할 수도 있습니다.
메시에 포함된 블렌드 셰이프 수를 확인하려면 blendShapeCount 변수를 사용하십시오.
다음은 블렌드 셰이프가 3개 이상인 게임 오브젝트에 연결된 경우 기본 셰이프를 시간의 흐름에 따라 두 개의 다른 블렌드 셰이프에 블렌딩하는 코드 예제입니다.
using UnityEngine;
using System.Collections;
public class BlendShapeExample : MonoBehaviour
{
int blendShapeCount;
SkinnedMeshRenderer skinnedMeshRenderer;
Mesh skinnedMesh;
float blendOne = 0f;
float blendTwo = 0f;
float blendSpeed = 1f;
bool blendOneFinished = false;
void Awake ()
{
skinnedMeshRenderer = GetComponent<SkinnedMeshRenderer> ();
skinnedMesh = GetComponent<SkinnedMeshRenderer> ().sharedMesh;
}
void Start ()
{
blendShapeCount = skinnedMesh.blendShapeCount;
}
void Update ()
{
if (blendShapeCount > 2) {
if (blendOne < 100f) {
skinnedMeshRenderer.SetBlendShapeWeight (0, blendOne);
blendOne += blendSpeed;
} else {
blendOneFinished = true;
}
if (blendOneFinished == true && blendTwo < 100f) {
skinnedMeshRenderer.SetBlendShapeWeight (1, blendTwo);
blendTwo += blendSpeed;
}
}
}
}
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