[{"data":1,"prerenderedAt":248},["ShallowReactive",2],{"\u002F2017-05-21-ue4-new-animation-and-physics":3},{"id":4,"title":5,"body":6,"date":224,"description":12,"extension":225,"meta":226,"navigation":229,"path":241,"seo":242,"stem":243,"tags":244,"__hash__":247},"blogs\u002F_legacy\u002F2017\u002F2017-05-21-ue4-new-animation-and-physics.md","UE4.16新动画与物理功能",{"type":7,"value":8,"toc":214},"minimark",[9,13,24,29,32,35,38,45,48,53,56,61,64,67,72,75,81,84,87,91,94,99,102,107,110,114,117,120,125,128,133,136,140,143,146,151,154,159,162,167,170,175,178,183,186,191,194,199,202,205,208,211],[10,11,12],"p",{},"4.16的Preview更新已经发布有一段时间了，与以往一样，这次的版本更新也带来了很多新的功能与改变。",[10,14,15,16,23],{},"本文主要参照官方的功能[",[17,18,22],"a",{"href":19,"rel":20},"https:\u002F\u002Fwww.slideshare.net\u002FEpicGamesJapan\u002Funreal-engine-75203047",[21],"nofollow","演示文稿","]进行整理完成。",[25,26,28],"h2",{"id":27},"基于rig的动画编辑","基于Rig的动画编辑",[10,30,31],{},"Rig是一种很方便的驱动骨骼动画的方式，本次的更新中添加了新的Rig动画编辑功能。",[10,33,34],{},"这个功能使得在编辑器中对Rig动画进行编辑变得可能，让我们进行更方便对动画调整和原型设计。",[10,36,37],{},"要想开启Rig动画编辑功能，首先要开启Control Rig插件：",[10,39,40],{},[41,42],"img",{"alt":43,"src":44},"image","\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-14.png",[10,46,47],{},"启用插件之后就可以在编辑器中看到这个模块到功能了：",[10,49,50],{},[41,51],{"alt":43,"src":52},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-15.png",[10,54,55],{},"中这个选项卡中新建一个Rig Sequence，然后拖一个骨骼Mesh进来当作目标，就可以在Sequence到编辑器中进行动画到编辑了：",[10,57,58],{},[41,59],{"alt":43,"src":60},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-16.png",[10,62,63],{},"编辑过程比较直观，也可以在IK与FK模式中进行切换，完成的动画可以导出成动画序列，在这个编辑器中也可以进行Retarget操作。",[10,65,66],{},"要导出动画，在Content Manager中找到Control Rig Sequence并点击右键，就可以看到相关到选项",[10,68,69],{},[41,70],{"alt":43,"src":71},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-17.png",[10,73,74],{},"然后就可以进行选择设置了",[10,76,77],{},[41,78],{"alt":79,"src":80},"SNAGHTML6685395","\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002FSNAGHTML6685395_thumb.png",[10,82,83],{},"但是似乎没有看到从动画序列转换到Rig Sequence到方法。",[10,85,86],{},"Rig相关功能在4.16之后似乎还会增强，使得动画蓝图可以对Rig进行控制以及生成。",[25,88,90],{"id":89},"live-link","Live Link",[10,92,93],{},"很强大的功能，使得UE4与其他的3D编辑器可以实时的联动编辑。这样就能更加直观的看到需要做的内容做UE4中是如何工作的。",[10,95,96],{},[41,97],{"alt":43,"src":98},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-18.png",[10,100,101],{},"看起来非常的实用",[10,103,104],{},[41,105],{"alt":43,"src":106},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-19.png",[10,108,109],{},"不过这个似乎要到4.17才会进入试验阶段……",[25,111,113],{"id":112},"immediate-mode","Immediate Mode",[10,115,116],{},"之前的Physx是使用所谓保留模式（Retained Mode）工作的，Retained Mode有不少优点，方便实用。但是也有很多缺点，例如中对物体对Deactive逻辑处理时有不少效率上的问题、对物体进行遍历并不方便、很难对特定对物体组进行模拟成本计算等。",[10,118,119],{},"而Immediate Mode通过暴露出更多等底层操作接口，使得引擎能够更有效的对物理引擎进行控制和契合，同时也能大幅度的提升LOD以及Culing机制下的物理效率。",[10,121,122],{},[41,123],{"alt":43,"src":124},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-20.png",[10,126,127],{},"这个功能目前的一个主要应用是运动角色模型上的小的物体，这是一个在动画蓝图中的新节点：",[10,129,130],{},[41,131],{"alt":43,"src":132},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-21.png",[10,134,135],{},"它使得在动画蓝图中进行物理资源的模拟变得可能，这种方式比AnimDynamic的方式更方便进行操作，也具有更高的效率。",[25,137,139],{"id":138},"nvcloth","NvCloth",[10,141,142],{},"4.16开始UE4中开始使用NVIDIA的新的Cloth框架：NvCloth，它能直接在引擎中进行材质制作，大大的减少了以前必须使用Apex外部制作工具带来的很多麻烦。",[10,144,145],{},"同时NvCloth也获得了Immediate Mode的优势，使得Cloth的仿真效能得到增强。NvCloth也应用了新的空气阻力模型",[10,147,148],{},[41,149],{"alt":43,"src":150},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-22.png",[10,152,153],{},"要使用NvCloth首先需要中试验性功能中打开这个功能：",[10,155,156],{},[41,157],{"alt":43,"src":158},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-23.png",[10,160,161],{},"然后就可以在骨骼Mesh的编辑器中选中区域选择：",[10,163,164],{},[41,165],{"alt":43,"src":166},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-24.png",[10,168,169],{},"这之后选择相应的区域就可以对其进行Cloth绘制了：",[10,171,172],{},[41,173],{"alt":43,"src":174},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-25.png",[10,176,177],{},"添加后就能看到新的区域了",[10,179,180],{},[41,181],{"alt":43,"src":182},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-26.png",[10,184,185],{},"不过这里暂时没什么用，最主要的还是绘制的过程：",[10,187,188],{},[41,189],{"alt":43,"src":190},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-27.png",[10,192,193],{},"在窗口中能看到ClothPaint，打开之后进行权重绘制即可。",[10,195,196],{},[41,197],{"alt":43,"src":198},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-28.png",[10,200,201],{},"因为手头没有模型，无法进行绘制测试，看官方的演示的话，NvCloth无论是从效果上还是效率上都比原来的Apex路径强很多。",[25,203,204],{"id":204},"其他",[10,206,207],{},"在最近的引擎更新中有很多Robo Recall相关的功能实现被合并到了引擎中。",[10,209,210],{},"其中前向渲染的添加、运动物体上的CCD、pose snapshot、Constraint profile以及用于模拟移动有一定重量物体的Spring Lerp等已经在之前的版本中添加到了引擎中。",[10,212,213],{},"另外似乎有新的粒子系统在制作中，很期待接下来的版本更新。",{"title":215,"searchDepth":216,"depth":217,"links":218},"",2,3,[219,220,221,222,223],{"id":27,"depth":216,"text":28},{"id":89,"depth":216,"text":90},{"id":112,"depth":216,"text":113},{"id":138,"depth":216,"text":139},{"id":204,"depth":216,"text":204},"2017-05-21","md",{"layout":227,"status":228,"published":229,"author":230,"author_login":232,"author_email":233,"wordpress_id":234,"wordpress_url":235,"date_gmt":236,"excerpt":237},"post","publish",true,{"display_name":231,"login":232,"email":233,"url":215},"风铃","flinkor","flinkor@foxmail.com",1738,"\u002F\u002F?p=1738","2017-05-21 15:51:45 +0000",{"type":7,"value":238},[239],[10,240,12],{},"\u002F2017-05-21-ue4-new-animation-and-physics",{"title":5,"description":12},"_legacy\u002F2017\u002F2017-05-21-ue4-new-animation-and-physics",[245,138,246],"UE4","Animation","hEJJu0weqtXDxRLWNMRQ6X90OGRMe63j2oph88zyr_s",1788763180004]