[{"data":1,"prerenderedAt":250},["ShallowReactive",2],{"page-nvcloth-1":3,"page-count-nvcloth":249},[4],{"id":5,"title":6,"body":7,"date":225,"description":13,"extension":226,"meta":227,"navigation":230,"path":242,"seo":243,"stem":244,"tags":245,"__hash__":248},"blogs\u002F_legacy\u002F2017\u002F2017-05-21-ue4-new-animation-and-physics.md","UE4.16新动画与物理功能",{"type":8,"value":9,"toc":215},"minimark",[10,14,25,30,33,36,39,46,49,54,57,62,65,68,73,76,82,85,88,92,95,100,103,108,111,115,118,121,126,129,134,137,141,144,147,152,155,160,163,168,171,176,179,184,187,192,195,200,203,206,209,212],[11,12,13],"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。",[11,15,16,17,24],{},"本文主要参照官方的功能[",[18,19,23],"a",{"href":20,"rel":21},"https:\u002F\u002Fwww.slideshare.net\u002FEpicGamesJapan\u002Funreal-engine-75203047",[22],"nofollow","演示文稿","]进行整理完成。",[26,27,29],"h2",{"id":28},"基于rig的动画编辑","基于Rig的动画编辑",[11,31,32],{},"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。",[11,34,35],{},"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。",[11,37,38],{},"要想开启Rig动画编辑功能，首先要开启Control Rig插件：",[11,40,41],{},[42,43],"img",{"alt":44,"src":45},"image","\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-14.png",[11,47,48],{},"启用插件之后就可以在编辑器中看到这个模块到功能了：",[11,50,51],{},[42,52],{"alt":44,"src":53},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-15.png",[11,55,56],{},"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：",[11,58,59],{},[42,60],{"alt":44,"src":61},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-16.png",[11,63,64],{},"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。",[11,66,67],{},"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",[11,69,70],{},[42,71],{"alt":44,"src":72},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-17.png",[11,74,75],{},"然后就可以进行选择设置了",[11,77,78],{},[42,79],{"alt":80,"src":81},"SNAGHTML6685395","\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002FSNAGHTML6685395_thumb.png",[11,83,84],{},"但是似乎没有看到从动画序列转换到Rig Sequence到方法。",[11,86,87],{},"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。",[26,89,91],{"id":90},"live-link","Live Link",[11,93,94],{},"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。",[11,96,97],{},[42,98],{"alt":44,"src":99},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-18.png",[11,101,102],{},"看起来非常的实用",[11,104,105],{},[42,106],{"alt":44,"src":107},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-19.png",[11,109,110],{},"不过这个似乎要到4.17才会进入试验阶段……",[26,112,114],{"id":113},"immediate-mode","Immediate Mode",[11,116,117],{},"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。",[11,119,120],{},"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。",[11,122,123],{},[42,124],{"alt":44,"src":125},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-20.png",[11,127,128],{},"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：",[11,130,131],{},[42,132],{"alt":44,"src":133},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-21.png",[11,135,136],{},"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。",[26,138,140],{"id":139},"nvcloth","NvCloth",[11,142,143],{},"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。",[11,145,146],{},"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",[11,148,149],{},[42,150],{"alt":44,"src":151},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-22.png",[11,153,154],{},"要使用NvCloth首先需要中试验性功能中打开这个功能：",[11,156,157],{},[42,158],{"alt":44,"src":159},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-23.png",[11,161,162],{},"然后就可以在骨骼Mesh的编辑器中选中区域选择：",[11,164,165],{},[42,166],{"alt":44,"src":167},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-24.png",[11,169,170],{},"这之后选择相应的区域就可以对其进行Cloth绘制了：",[11,172,173],{},[42,174],{"alt":44,"src":175},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-25.png",[11,177,178],{},"添加后就能看到新的区域了",[11,180,181],{},[42,182],{"alt":44,"src":183},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-26.png",[11,185,186],{},"不过这里暂时没什么用，最主要的还是绘制的过程：",[11,188,189],{},[42,190],{"alt":44,"src":191},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-27.png",[11,193,194],{},"在窗口中能看到ClothPaint，打开之后进行权重绘制即可。",[11,196,197],{},[42,198],{"alt":44,"src":199},"\u002Fwp-content\u002Fuploads\u002F2017\u002F05\u002Fimage_thumb-28.png",[11,201,202],{},"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。",[26,204,205],{"id":205},"其他",[11,207,208],{},"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。",[11,210,211],{},"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。",[11,213,214],{},"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":216,"searchDepth":217,"depth":218,"links":219},"",2,3,[220,221,222,223,224],{"id":28,"depth":217,"text":29},{"id":90,"depth":217,"text":91},{"id":113,"depth":217,"text":114},{"id":139,"depth":217,"text":140},{"id":205,"depth":217,"text":205},"2017-05-21","md",{"layout":228,"status":229,"published":230,"author":231,"author_login":233,"author_email":234,"wordpress_id":235,"wordpress_url":236,"date_gmt":237,"excerpt":238},"post","publish",true,{"display_name":232,"login":233,"email":234,"url":216},"风铃","flinkor","flinkor@foxmail.com",1738,"\u002F\u002F?p=1738","2017-05-21 15:51:45 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