Features:
- Processing AnimationSequence
- Constrain Bone (Fix IK Bone)
- Combind
- Blend
- ApplyCurve
- PoseCurve
- EditRootMotion
- RotatorAddation
- CreatePoseAddation
- Rate
- FrameRate
- BlendPose
- ReplaceTrack
- Socket
- Invert
- Make Start Anim
- Make Distort Anim
Code Modules:
- AnimProcessor(EditorOnly)
Support : QQGroup-576751402
Number of Blueprints:0
Number of C++ Classes:19
Network Replicated:No
特征:
- 处理动画序列
- 约束骨(固定IK骨)
- 组合,组合
- 混合,混合
- 应用,应用
- [医]PoseCurve
- 编辑动作
- 旋转定位
- 创建地址
- 税率
- 帧速率
- N.混合,混合
- 替换,替换
- 插座
- 反转,反转
- 启动Anim
- 使扭曲变形
代码模块:
- 动画处理器(编辑)
支援服务 : Qq群-576751402
蓝图数目:0
C++类数:19
网络复制:没有
Common:
- Constrain Bone(Retarget IK bone or attach A bone to B bone)
- AnimCombind(Quickly synthesize two different or identical animation sequences into one, commonly used to extend the time of animation sequences)
- LayerBlend(Mix animations of different bones to form a new animation sequence)
- ApplyCurve(Add commonly used animation curves and footstep notifications)
- Rate(Change animations rate)
- Invert(Flip animation)
- PoseCurve(Copy curve from other pose sequence)
- FrameRate(Change sequence frame rate)
- BlendPose(You can use 2 pose to create pose by alpha,like foward and 45up pose to create 90Up pose)
- ReplaceTrack(Copy anim track to other track,use to ik_hand_gun to weapon_r(this is new bone))
- Socket(Create socket by pose bone track,you can get weapon socket attach to hand_r,and it use pose->ik_hand_gun)
Addation:
- RootMotion(Add an move addition to root,For repairing the starting position)
- RotatorAddation(Used to add additions to bone, such as body lean or repairing arm orientation)
- CreatePoseAddation(Remove the difference between two Poses and create them as assets)
Factory(Beta):
- StartAnim(Use idle and move anim to make start animation )
- DistortAnim(Create an animation that becomes smaller and eventually disappears )
普通:
- 约束骨(重定位IK骨或将a骨附加到B骨)
- N.动物,动物(快速将两个不同或相同的动画序列合成为一个,常用于延长动画序列的时间)
- [医]布兰德(混合不同骨骼的动画,形成一个新的动画序列)
- 应用,应用(添加常用的动画曲线和脚步通知)
- 利率(更改动画速率)
- 反转,反转(翻转动画)
- [医]PoseCurve(从其他姿势序列复制曲线)
- 帧速率(改变序列帧速率)
- N.混合,混合(您可以使用2个pose通过alpha创建pose,如foward和45up pose创建90up pose)
- 替换,替换(将anim轨道复制到其他轨道,使用到ik_hand_gun到weapon_r(这是新骨骼))
- 插座(通过姿势骨骼轨迹创建套接字,你可以得到武器套接字附加到hand_r,它使用姿势->ik_hand_gun)
添加物:
- 根动,根动(添加一个移动添加到根,用于修复起始位置)
- 旋转定位(用于为骨骼添加添加物,例如身体倾斜或修复手臂方向)
- 创建地址(删除两个姿势之间的差异并将其创建为资产)
工厂(Beta):
- 开始,开始(使用idle和move anim制作开始动画)
- 脝路脜脝(创建一个变小并最终消失的动画)
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