Fat*_*tie 6 ios scenekit swift
前往 mixamo.com,选择一个角色,点击动画,选择一个,只需下载为 .dae即可。
将文件放在 Mac 桌面上;点击文件信息)。它将完美地动画角色的动作。
Xcode,拖入文件夹。点击 .dae 文件,点击底部的“播放”图标。它将完美地动画角色的动作。
现在,将角色添加到现有的 SceneKit 场景中。例如:
let p = Bundle.main.url(forResource: "File Name", withExtension: "dae")!
modelSource = SCNSceneSource(url: p, options: nil)!
let geom = modelSource.entryWithIdentifier("geometry316",
withClass: SCNGeometry.self)! as SCNGeometry
theModel = SCNNode(geometry: geom)
.. your node .. .addChildNode(theModel)
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(要获取几何名称,只需查看 .dae 文本示例)
您将完美地看到 T 形的角色
然而,似乎不可能在角色上运行动画。
代码看起来像......
theAnime = amySource.entryWithIdentifier("unnamed_animation__0", withClass: CAAnimation.self)!
theModel.addAnimation(theAnime, forKey:"aKey")
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无论我尝试什么,它都不会动画。
在添加动画的那一刻,角色会跳转到不同的静态位置,并且不执行任何操作。(如果您安排“结束”动画removeAllAnimations(),它只会返回到 T 姿势。)
显然,dae 文件是完美的,因为它在 Mac Finder 中完美地显示了动画,并且在 Xcode 中的 .dae 文件的实际屏幕上完美地显示了动画!
简而言之,从上面的 mixamo 图像来看,有没有人能够让动画实际上在 SceneKit 场景中运行?
(PS 不是 ARKit ..场景套件。)
首先,您的角色只需处于 T 字位置。将该文件下载为带有皮肤的 Collada (DAE)。请勿在此文件中包含任何动画。则无需对此文件进行进一步修改。
\n然后,对于您将实现的任何动画效果,例如行走、跑步、跳舞或其他任何效果 - 这样做:
\n在 Mixamo 中的角色上测试/应用您想要的动画,根据需要调整设置,然后下载。在这里,下载为 Collada (DAE) 并选择没有皮肤非常重要!将帧速率和关键帧缩减保留为默认值。
\n这将为您想要实现的每个动画提供一个 DAE 文件。该 DAE 不包含网格数据,也不包含装备。它仅包含其所属模型的变形(这就是您选择下载不带皮肤的原因)。
\n然后,您需要对所有包含动画的 DAE 文件执行两个附加操作。
\n首先,您需要漂亮地打印包含动画的每个 DAE 的 XML 结构。你可以这样做,即。使用 Notepad++ 中的 XML 工具,或者在 Mac 上打开终端并使用以下命令:
\nxmllint \xe2\x80\x94-format my_anim_orig.dae > my_anim.dae\nRun Code Online (Sandbox Code Playgroud)\n然后在您的 Mac 上安装此工具。\n( https://drive.google.com/file/d/0B1_uvI21ZYGUaGdJckdwaTRZUEk/edit?usp=sharing )\n
使用此转换器转换您的所有 DAE 动画:\n(但请勿使用此工具转换您的 T-Pose 模型!!!)\n
不,我们已准备好设置动画:
\n你应该在以下范围内组织 DAEart.scnassets您应该在文件夹
让我们配置一下:
\n我通常会在一个struct称为字符的范围内。但任何其他实现都可以
添加这个:
\nstruct Characters {\n \n // MARK: Characters\n var bodyWarrior : SCNNode!\n \n private let objectMaterialWarrior : SCNMaterial = {\n let material = SCNMaterial()\n material.name = "warrior"\n material.diffuse.contents = UIImage.init(named: "art.scnassets/warrior/textures/warrior_diffuse.png")\n material.normal.contents = UIImage.init(named: "art.scnassets/warrior/textures/warrior_normal.png")\n material.metalness.contents = UIImage.init(named: "art.scnassets/warrior/textures/warrior_metalness.png")\n material.roughness.contents = UIImage.init(named: "art.scnassets/warrior/textures/warrior_roughness.png")\n material.ambientOcclusion.contents = UIImage.init(named: "art.scnassets/warrior/textures/warrior_AO.png")\n material.lightingModel = .physicallyBased\n material.isDoubleSided = false\n return material\n }()\n \n // MARK: MAIN Init Function\n init() {\n \n // Init Warrior\n bodyWarrior = SCNNode(named: "art.scnassets/warrior/warrior.dae")\n bodyWarrior.childNodes[1].geometry?.firstMaterial = objectMaterialWarrior // character body material\n \n print("Characters Init Completed.")\n \n }\n \n}\nRun Code Online (Sandbox Code Playgroud)\n然后你可以初始化结构体 i.Ex。在 viewDidLoad\nvar 字符 = 字符()
\n\n在这种情况下,childNodes[1]是可见的网格并且childNodes[0]然后是动画节点。
你也可以在你的代码中实现这个 SceneKit 扩展,它对于导入模型非常有用。(注意,它会将模型节点组织为新节点的子节点!)
\nextension SCNNode {\n convenience init(named name: String) {\n self.init()\n guard let scene = SCNScene(named: name) else {return}\n for childNode in scene.rootNode.childNodes {addChildNode(childNode)}\n }\n}\nRun Code Online (Sandbox Code Playgroud)\n还在下面添加该扩展名。稍后您将在动画播放器中需要它。
\nextension SCNAnimationPlayer {\n class func loadAnimation(fromSceneNamed sceneName: String) -> SCNAnimationPlayer {\n let scene = SCNScene( named: sceneName )!\n // find top level animation\n var animationPlayer: SCNAnimationPlayer! = nil\n scene.rootNode.enumerateChildNodes { (child, stop) in\n if !child.animationKeys.isEmpty {\n animationPlayer = child.animationPlayer(forKey: child.animationKeys[0])\n stop.pointee = true\n }\n }\n return animationPlayer\n }\n}\nRun Code Online (Sandbox Code Playgroud)\n像这样处理角色设置和动画:\n(这是我的类的简化版本)
\nclass Warrior {\n \n // Main Nodes\n var node = SCNNode()\n private var animNode : SCNNode!\n \n // Control Variables\n var isIdle : Bool = true\n \n // For Initial Warrior Position and Scale\n private var position = SCNMatrix4Mult(SCNMatrix4MakeRotation(0,0,0,0), SCNMatrix4MakeTranslation(0,0,0))\n private var scale = SCNMatrix4MakeScale(0.03, 0.03, 0.03) // default size ca 6m height\n \n // MARK: ANIMATIONS\n private let aniKEY_NeutralIdle : String = "NeutralIdle-1" ; private let aniMAT_NeutralIdle : String = "art.scnassets/warrior/NeutralIdle.dae"\n private let aniKEY_DwarfIdle : String = "DwarfIdle-1" ; private let aniMAT_DwarfIdle : String = "art.scnassets/warrior/DwarfIdle.dae"\n private let aniKEY_LookAroundIdle : String = "LookAroundIdle-1" ; private let aniMAT_LookAroundIdle : String = "art.scnassets/warrior/LookAround.dae"\n private let aniKEY_Stomp : String = "Stomp-1" ; private let aniMAT_Stomp : String = "art.scnassets/warrior/Stomp.dae"\n private let aniKEY_ThrowObject : String = "ThrowObject-1" ; private let aniMAT_ThrowObject : String = "art.scnassets/warrior/ThrowObject.dae"\n private let aniKEY_FlyingBackDeath : String = "FlyingBackDeath-1" ; private let aniMAT_FlyingBackDeath : String = "art.scnassets/warrior/FlyingBackDeath.dae"\n \n // MARK: MAIN CLASS INIT\n init(index: Int, scaleFactor: Float = 0.03) {\n \n scale = SCNMatrix4MakeScale(scaleFactor, scaleFactor, scaleFactor)\n \n // Config Node\n node.index = index\n node.name = "warrior"\n node.addChildNode(GameViewController.characters.bodyWarrior.clone()) // childNodes[0] of node. this holds all subnodes for the character including animation skeletton\n node.childNodes[0].transform = SCNMatrix4Mult(position, scale)\n \n // Set permanent animation Node\n animNode = node.childNodes[0].childNodes[0]\n \n // Add to Scene\n gameScene.rootNode.addChildNode(node) // add the warrior to scene\n \n print("Warrior initialized with index: \\(String(describing: node.index))")\n \n }\n \n \n // Cleanup & Deinit\n func remove() {\n print("Warrior deinitializing")\n self.animNode.removeAllAnimations()\n self.node.removeAllActions()\n self.node.removeFromParentNode()\n }\n deinit { remove() }\n \n // Set Warrior Position\n func setPosition(position: SCNVector3) { self.node.position = position }\n \n // Normal Idle\n enum IdleType: Int {\n case NeutralIdle\n case DwarfIdle // observe Fingers\n case LookAroundIdle\n }\n \n // Normal Idles\n func idle(type: IdleType) {\n \n isIdle = true // also sets all walking and running variabled to false\n \n var animationName : String = ""\n var key : String = ""\n \n switch type {\n case .NeutralIdle: animationName = aniMAT_NeutralIdle ; key = aniKEY_NeutralIdle // ; print("NeutralIdle ")\n case .DwarfIdle: animationName = aniMAT_DwarfIdle ; key = aniKEY_DwarfIdle // ; print("DwarfIdle ")\n case .LookAroundIdle: animationName = aniMAT_LookAroundIdle ; key = aniKEY_LookAroundIdle // ; print("LookAroundIdle")\n }\n \n makeAnimation(animationName, key, self.animNode, backwards: false, once: false, speed: 1.0, blendIn: 0.5, blendOut: 0.5)\n \n }\n \n func idleRandom() {\n switch Int.random(in: 1...3) {\n case 1: self.idle(type: .NeutralIdle)\n case 2: self.idle(type: .DwarfIdle)\n case 3: self.idle(type: .LookAroundIdle)\n default: break\n }\n }\n \n // MARK: Private Functions\n // Common Animation Function\n private func makeAnimation(_ fileName : String,\n _ key : String,\n _ node : SCNNode,\n backwards : Bool = false,\n once : Bool = true,\n speed : CGFloat = 1.0,\n blendIn : TimeInterval = 0.2,\n blendOut : TimeInterval = 0.2,\n removedWhenComplete : Bool = true,\n fillForward : Bool = false\n )\n \n {\n \n let anim = SCNAnimationPlayer.loadAnimation(fromSceneNamed: fileName)\n \n if once { anim.animation.repeatCount = 0 }\n anim.animation.autoreverses = false\n anim.animation.blendInDuration = blendIn\n anim.animation.blendOutDuration = blendOut\n anim.speed = speed; if backwards {anim.speed = -anim.speed}\n anim.stop()\n print("duration: \\(anim.animation.duration)")\n \n anim.animation.isRemovedOnCompletion = removedWhenComplete\n anim.animation.fillsForward = fillForward\n anim.animation.fillsBackward = false\n \n // Attach Animation\n node.addAnimationPlayer(anim, forKey: key)\n node.animationPlayer(forKey: key)?.play()\n \n }\n \n}\nRun Code Online (Sandbox Code Playgroud)\n然后,您可以在初始化字符结构后初始化类对象。
\n其余的你会弄清楚,如果你有疑问或需要一个完整的示例应用程序,请回来找我:)
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