Unity导入FBX自动进行动画切分

最后更新于:2022-04-01 09:49:55

本文章由cartzhang编写,转载请注明出处。 所有权利保留。  文章链接:http://blog.csdn.net/cartzhang/article/details/48678217 作者:cartzhang 本文内容关于Unity导入带动画模型的动画切分 ### 手动处理动画分割 在导入FBX模型过程中,若带有动画呢,需要对它进行切分。 当然这个工作可以在Unity中完成。 比如: 这样手动来分割进行。 ![](https://docs.gechiui.com/gc-content/uploads/sites/kancloud/2016-03-09_56dfda857390b.jpg) ### 自动动画切分 这就需要代码了。 把代码保存成cs文件,然后放在Editor文件夹中。若没有此文件夹,就自己创建一个! 代码如下: ~~~ // FbxAnimListPostprocessor.cs : Use an external text file to import a list of // splitted animations for FBX 3D models. // // Put this script in your "Assets/Editor" directory. When Importing or // Reimporting a FBX file, the script will search a text file with the // same name and the ".txt" extension. // File format: one line per animation clip "firstFrame-lastFrame loopFlag animationName" // The keyworks "loop" or "noloop" are optional. // Example: // 0-50 loop Move forward // 100-190 die using UnityEngine; using UnityEditor; using System.Collections; using System.IO; using System.Text.RegularExpressions; using System; using System.IO; public class FbxAnimListPostprocessor : AssetPostprocessor { public void OnPreprocessModel() { if (Path.GetExtension(assetPath).ToLower() == ".fbx" && !assetPath.Contains("@")) { try { string fileAnim; if (DragAndDrop.paths.Length <= 0) { return; } fileAnim = DragAndDrop.paths[0]; string ClipText = Path.ChangeExtension(fileAnim, ".txt"); StreamReader file = new StreamReader(ClipText); string sAnimList = file.ReadToEnd(); file.Close(); // if (EditorUtility.DisplayDialog("FBX Animation Import from file", fileAnim, "Import", "Cancel")) { System.Collections.ArrayList List = new ArrayList(); ParseAnimFile(sAnimList, ref List); ModelImporter modelImporter = assetImporter as ModelImporter; //modelImporter.clipAnimations. = true; modelImporter.clipAnimations = (ModelImporterClipAnimation[]) List.ToArray(typeof(ModelImporterClipAnimation)); EditorUtility.DisplayDialog("Imported animations", "Number of imported clips: " + modelImporter.clipAnimations.GetLength(0).ToString(), "OK"); } } catch { } // (Exception e) { EditorUtility.DisplayDialog("Imported animations", e.Message, "OK"); } } } void ParseAnimFile(string sAnimList, ref System.Collections.ArrayList List) { Regex regexString = new Regex(" *(?<firstFrame>[0-9]+) *- *(?<lastFrame>[0-9]+) *(?<loop>(loop|noloop| )) *(?<name>[^\r^\n]*[^\r^\n^ ])", RegexOptions.Compiled | RegexOptions.ExplicitCapture); Match match = regexString.Match(sAnimList, 0); while (match.Success) { ModelImporterClipAnimation clip = new ModelImporterClipAnimation(); if (match.Groups["firstFrame"].Success) { clip.firstFrame = System.Convert.ToInt32(match.Groups["firstFrame"].Value, 10); } if (match.Groups["lastFrame"].Success) { clip.lastFrame = System.Convert.ToInt32(match.Groups["lastFrame"].Value, 10); } if (match.Groups["loop"].Success) { clip.loop = match.Groups["loop"].Value == "loop"; } if (match.Groups["name"].Success) { clip.name = match.Groups["name"].Value; } List.Add(clip); match = regexString.Match(sAnimList, match.Index + match.Length); } } } ~~~ 怎么使用呢? 在你的FBX同目录文件夹下,创建一个txt文件,名字与FBX文件同名即可。 ![](https://docs.gechiui.com/gc-content/uploads/sites/kancloud/2016-03-09_56dfda85871d0.jpg) txt内容,为每个动画的起始帧和结束帧,是否循环播放,和帧名。 CowGirl_Ani.txt ~~~ 0-50 loop Move forward 100-190 die ~~~ 把FBX文件拖入到Unity的资源中,可以看到弹出对话框。选择Import导入,就会自动弹出分割动画的数量。 若点击cancle ,就会直接导入动画,而不会分割动画。 引用网址:http://wiki.unity3d.com/index.php/FbxAnimListPostprocessor thx! ----------------------- 若有问题,请随时联系! 非常感谢各位浏览!
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