MMD 学习
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1 using UnityEngine; 2 using System.Collections; 3 4 namespace UnityChan 5 { 6 public class SpringBone : MonoBehaviour 7 { 8 9 public Transform child; 10 11 12 public Vector3 boneAxis = new Vector3 (-1.0f, 0.0f, 0.0f); 13 public float radius = 0.05f; 14 15 16 public bool isUseEachBoneForceSettings = false; 17 18 19 public float stiffnessForce = 0.01f; 20 21 22 public float dragForce = 0.4f; 23 public Vector3 springForce = new Vector3 (0.0f, -0.0001f, 0.0f); 24 public SpringCollider[] colliders; 25 public bool debug = true; 26 27 public float threshold = 0.01f; 28 private float springLength; 29 private Quaternion localRotation; 30 private Transform trs; 31 private Vector3 currTipPos; 32 private Vector3 prevTipPos; 33 34 private Transform org; 35 36 private SpringManager managerRef; 37 38 private void Awake () 39 { 40 trs = transform; 41 localRotation = transform.localRotation; 42 43 managerRef = GetParentSpringManager (transform); 44 } 45 46 private SpringManager GetParentSpringManager (Transform t) 47 { 48 var springManager = t.GetComponent<SpringManager> (); 49 50 if (springManager != null) 51 return springManager; 52 53 if (t.parent != null) { 54 return GetParentSpringManager (t.parent); 55 } 56 57 return null; 58 } 59 60 private void Start () 61 { 62 springLength = Vector3.Distance (trs.position, child.position); 63 currTipPos = child.position; 64 prevTipPos = child.position; 65 } 66 67 public void UpdateSpring () 68 { 69 70 org = trs; 71 72 trs.localRotation = Quaternion.identity * localRotation; 73 74 float sqrDt = Time.deltaTime * Time.deltaTime; 75 76 //stiffness 77 Vector3 force = trs.rotation * (boneAxis * stiffnessForce) / sqrDt; 78 79 //drag 80 force += (prevTipPos - currTipPos) * dragForce / sqrDt; 81 82 force += springForce / sqrDt; 83 84 85 Vector3 temp = currTipPos; 86 87 //verlet 88 currTipPos = (currTipPos - prevTipPos) + currTipPos + (force * sqrDt); 89 90 91 currTipPos = ((currTipPos - trs.position).normalized * springLength) + trs.position; 92 93 94 for (int i = 0; i < colliders.Length; i++) { 95 if (Vector3.Distance (currTipPos, colliders [i].transform.position) <= (radius + colliders [i].radius)) { 96 Vector3 normal = (currTipPos - colliders [i].transform.position).normalized; 97 currTipPos = colliders [i].transform.position + (normal * (radius + colliders [i].radius)); 98 currTipPos = ((currTipPos - trs.position).normalized * springLength) + trs.position; 99 } 100 101 102 } 103 104 prevTipPos = temp; 105 106 107 Vector3 aimVector = trs.TransformDirection (boneAxis); 108 Quaternion aimRotation = Quaternion.FromToRotation (aimVector, currTipPos - trs.position); 109 110 Quaternion secondaryRotation = aimRotation * trs.rotation; 111 trs.rotation = Quaternion.Lerp (org.rotation, secondaryRotation, managerRef.dynamicRatio); 112 } 113 114 private void OnDrawGizmos () 115 { 116 if (debug) { 117 Gizmos.color = Color.yellow; 118 Gizmos.DrawWireSphere (currTipPos, radius); 119 } 120 } 121 } 122 }
1 using UnityEngine; 2 using System.Collections; 3 4 namespace UnityChan 5 { 6 public class SpringCollider : MonoBehaviour 7 { 8 //半径 9 public float radius = 0.5f; 10 11 private void OnDrawGizmosSelected () 12 { 13 Gizmos.color = Color.green; 14 Gizmos.DrawWireSphere (transform.position, radius); 15 } 16 } 17 }
1 using UnityEngine; 2 using System.Collections; 3 4 namespace UnityChan 5 { 6 public class SpringManager : MonoBehaviour 7 { 8 //Kobayashi 9 // DynamicRatio is paramater for activated level of dynamic animation 10 public float dynamicRatio = 1.0f; 11 12 //Ebata 13 public float stiffnessForce; 14 public AnimationCurve stiffnessCurve; 15 public float dragForce; 16 public AnimationCurve dragCurve; 17 public SpringBone[] springBones; 18 19 void Start () 20 { 21 UpdateParameters (); 22 } 23 24 void Update () 25 { 26 #if UNITY_EDITOR 27 28 if(dynamicRatio >= 1.0f) 29 dynamicRatio = 1.0f; 30 else if(dynamicRatio <= 0.0f) 31 dynamicRatio = 0.0f; 32 //Ebata 33 UpdateParameters(); 34 #endif 35 } 36 37 private void LateUpdate () 38 { 39 40 if (dynamicRatio != 0.0f) { 41 for (int i = 0; i < springBones.Length; i++) { 42 if (dynamicRatio > springBones [i].threshold) { 43 springBones [i].UpdateSpring (); 44 } 45 } 46 } 47 } 48 49 private void UpdateParameters () 50 { 51 UpdateParameter ("stiffnessForce", stiffnessForce, stiffnessCurve); 52 UpdateParameter ("dragForce", dragForce, dragCurve); 53 } 54 55 private void UpdateParameter (string fieldName, float baseValue, AnimationCurve curve) 56 { 57 var start = curve.keys [0].time; 58 var end = curve.keys [curve.length - 1].time; 59 //var step = (end - start) / (springBones.Length - 1); 60 61 var prop = springBones [0].GetType ().GetField (fieldName, System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public); 62 63 for (int i = 0; i < springBones.Length; i++) { 64 65 if (!springBones [i].isUseEachBoneForceSettings) { 66 var scale = curve.Evaluate (start + (end - start) * i / (springBones.Length - 1)); 67 prop.SetValue (springBones [i], baseValue * scale); 68 } 69 } 70 } 71 } 72 }
视频:https://pan.baidu.com/s/1nvmEC3Z
项目:https://pan.baidu.com/s/1qYbdgqK
用到的资源:https://pan.baidu.com/s/1miLm6O4
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