The bind poses. The bind pose at each index refers to the bone with the same index.
The bind pose is the inverse of the transformation matrix of the bone, when the bone is in the bind pose.
using UnityEngine; using System.Collections;
// this example creates a quad mesh from scratch, creates bones // and assigns them, and animates the bones motion to make the // quad animate based on a simple animation curve. public class BindPoseExample : 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(); rend.material = new Material(Shader.Find("Diffuse"));
// assign bone weights to mesh 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;
// 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;
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;
// Add and play the clip clip.wrapMode = WrapMode.Loop; anim.AddClip(clip, "test"); anim.Play("test");
} }