CN104503795A - Method for increasing loading speed of Unity3d bone animation plug-in SmoothMoves - Google Patents

Method for increasing loading speed of Unity3d bone animation plug-in SmoothMoves Download PDF

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Publication number
CN104503795A
CN104503795A CN201410819092.6A CN201410819092A CN104503795A CN 104503795 A CN104503795 A CN 104503795A CN 201410819092 A CN201410819092 A CN 201410819092A CN 104503795 A CN104503795 A CN 104503795A
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China
Prior art keywords
trigger frame
skeleton cartoon
list
smoothmoves
animated clip
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CN201410819092.6A
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Chinese (zh)
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曹青
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SHANGHAI KAIYING NETWORK TECHNOLOGY Co Ltd
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SHANGHAI KAIYING NETWORK TECHNOLOGY Co Ltd
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Priority to CN201410819092.6A priority Critical patent/CN104503795A/en
Publication of CN104503795A publication Critical patent/CN104503795A/en
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Abstract

The invention provides a method for increasing the loading speed of a Unity3d bone animation plug-in SmoothMoves. According to the method, a trigger frame and animationfilm edition data in a scriptBoneAnimation in a SmoothMoves animation file are dissociated and stored in an established script, so that both the trigger frame and the animationfilm edition in the bone animationcontain no data, that is, the data stored in the bone animation are greatly reduced. Compared with a same SmoothMoves animation file, the method does not need to deeply and repeatedly copy a great amount of repeated trigger frames or animation edition data, but only one same part of data shared by script objects established according to instantiation needs to be quoted, the times of GCAlloc are reduced, and meanwhile the memory usage is reduced.

Description

Improve the method for the loading velocity of Unity3d skeleton cartoon plug-in unit SmoothMoves
Technical field
The present invention relates to a kind of animation plug-in loading method, particularly a kind of method improving the loading velocity of Unity3d skeleton cartoon plug-in unit SmoothMoves.
Background technology
Unity3d is the prevailing a development of games software in the whole world developed by the Unity Technologies company from the U.S..Unity is a kind of development platform of initiative, for creating game and interactive 3D and 2D experiences, can be used in the design that 3 D video is played, built the type interaction contents such as visual, realtime three dimensional animation.Under Unity editing machine operates in Windows and Mac OS X, and game can be issued to the numerous platform of Windows, Mac, Wii, iPhone, Windows phone 8 and Android, also Unity web player plug-in unit publishing web page can be utilized to play, support the web page browsing of Mac and Windows.Just because of this, in today of smart machine fast development, Unity successfully occupies the half of the country of moving game exploitation engine.Worldwide, Unity occupies the share in global function game engine market 45%, is approximately three times in its direct competitive opponent.
Unity orientates 3d game engine at first as, comprehensive support is provided for 3d makes whole streamline, Unity also supports third party's tool insert simultaneously, and can issue in the Asset Store of its official (resource shop) and buy, this is also the major reason that it develops rapidly.Unity game making flow process and cross-platform in good behaviour, numerous 2d developments of games is made also to select Unity, auxiliary some third-party 2d plug-in units of use simultaneously, in these tool insert, SmoothMoves obtains more concern as a 2d skeleton cartoon plug-in unit.
SmoothMoves relies on Unity, provides the 2d skeleton cartoon solution being similar to flash mode of operation, greatly reduces the resource occupation of 2d game.But it is slower that SmoothMoves animation file loads hourly velocity, loading one containing 50 bone, during the animation file of 10 clip, general needs 1 second, so have during the scene of 20 similar animation files loading one and just need about 20 seconds, even if same animation file instantiation 20 parts also will be expended same duration, so load the experience greatly reducing player for a long time.After analyzing loading procedure by the Profiler (performance analysis tool) in Unity editing machine, can find a large amount of GC Alloc (can cause the Memory Allocation of garbage reclamation) produced in animation file loading procedure, each similar aforesaid animation produces the GC Alloc of about 1MB.Just so a large amount of GC Alloc makes loading velocity very slow.
Existing SmoothMoves animation needs when running to rely on script BoneAnimation(skeleton cartoon) control, its all animation information comprised, as key frame, bone pinup picture etc.When loading animation, need to carry out instantiation to BoneAnimation, and can these animation information be copied when instantiation SmoothMoves animation, be about to an open space in internal memory and store animate object, when thus copying animation file, GC Alloc can be triggered.And when the multiple animation file of instantiation, these animation information repeatedly will be copied, so repeatedly trigger GC Alloc, will cause producing a large amount of rubbish Memory Allocation, occupy more memory headroom, drag slow motion to draw loading velocity.
Summary of the invention
The object of the present invention is to provide a kind of method improving the loading velocity of Unity3d skeleton cartoon plug-in unit SmoothMoves, to solve the slower problem of existing Unity3d skeleton cartoon plug-in unit SmoothMoves loading velocity.
The second object of the present invention is to provide a kind of method improving the loading velocity of Unity3d skeleton cartoon plug-in unit SmoothMoves, to solve the larger problem of the data volume that copies in skeleton cartoon instantiation process.
For achieving the above object, the invention provides a kind of method improving the loading velocity of Unity3d skeleton cartoon plug-in unit SmoothMoves, comprising:
S1: pull out trigger frame and animated clip from the skeleton cartoon of animation file, and form trigger frame list and animated clip list respectively;
S2: during each instantiation skeleton cartoon, loads separately described trigger frame list and animated clip list by adding the mode quoted.
Preferably, described step S1 specifically comprises the following steps:
S11: the scripting object creating skeleton cartoon;
S12: create trigger frame list and animated clip list in described scripting object;
S13: the trigger frame of original skeleton cartoon is copied in described trigger frame list, and empties the trigger frame of original skeleton cartoon;
S14: the animated clip of original skeleton cartoon is copied in described animated clip list, and empties the animated clip of original skeleton cartoon.
Preferably, described step S13 also comprises and being optimized the trigger frame of skeleton cartoon, and the described trigger frame to skeleton cartoon is optimized and specifically comprises the following steps:
S131: set up the set of trigger frame bone, the set of described trigger frame bone comprises the different some trigger frame bones of attribute;
S132: set up skeleton cartoon trigger frame array, described skeleton cartoon trigger frame array comprises some trigger frame, and each trigger frame comprises some trigger frame bones;
S133: the concordance list each trigger frame all being set up to a correspondence, the index of all trigger frame bones in the trigger frame of its correspondence in the set of described trigger frame bone is stored in this concordance list, after corresponding concordance list is set up to each trigger frame, remove whole trigger frame bones of this trigger frame;
S134: the concordance list of each trigger frame of skeleton cartoon is copied to each trigger frame corresponding position in described trigger frame list, and empty the trigger frame in described trigger frame list.
Preferably, described step S2 specifically comprises:
S21: the pre-loaded scripting object comprising described trigger frame list and animated clip list;
S22: skeleton cartoon described in instantiation is also quoted for its trigger frame and animated clip add.
Preferably, described step S22 specifically comprises:
Trigger frame in skeleton cartoon is pointed to the trigger frame list in scripting object;
Animated clip in skeleton cartoon is pointed to the animated clip list in scripting object.
Preferably, the described scripting object in described step S11 is the sky table of data to be filled.
Method provided by the present invention is by the script BoneAnimation(skeleton cartoon by SmoothMoves animation file carry) in trigger frame and animated clip data to detach away and stored in a scripting object, make no longer to comprise any data in trigger frame and animated clip in skeleton cartoon, the data volume namely stored in skeleton cartoon significantly reduces.When animation instantiation, when carrying out the degree of depth to skeleton cartoon and copying, namely need not transfer the trigger frame in skeleton cartoon and animated clip data again, but the mode of scripting object realizes the loading to original trigger frame and animated clip data by reference.Be further advanced by and originally each trigger frame skeleton data be stored in trigger frame is stored in the attribute of a foundation without in the trigger frame bone set overlapped, and in trigger frame, only store the concordance list of its original stored trigger frame bone, be stored in the trigger frame list of scripting object by concordance list corresponding for each trigger frame again, this mode further reduces the amount of copying of carrying out to a large amount of data repeated when the degree of depth copies at skeleton cartoon.
After adopting the inventive method, for same SmoothMoves animation file, the degree of depth that the trigger frame of a large amount of repetition and animated clip data are carried out repeatedly need not be copied, only need quote each instantiation scripting object the same number certificate shared, effectively reduce the number of times of GC Alloc, decrease EMS memory occupation simultaneously.
Accompanying drawing explanation
Fig. 1 is the overall flow chart of steps of the inventive method preferred embodiment;
Fig. 2 is the concrete steps process flow diagram of the step S1 of the inventive method preferred embodiment;
Fig. 3 is the concrete implementation process flow diagram of the step S1 of the inventive method preferred embodiment;
Fig. 4 is the concrete steps process flow diagram of the step S2 of the inventive method preferred embodiment;
Fig. 5 is before the optimization of the inventive method one embodiment and optimizes rear data volume contrast schematic diagram;
Fig. 6 is the concrete steps process flow diagram be optimized the trigger frame of skeleton cartoon of preferred embodiment.
Embodiment
For better the present invention being described, hereby with some preferred embodiments, and accompanying drawing is coordinated to elaborate to the present invention, specific as follows:
As shown in Figure 1, the inventive method comprises two steps, specific as follows:
Step S1: pull out trigger frame and animated clip from the skeleton cartoon of animation file, and form trigger frame list and animated clip list respectively;
Step S2: during each instantiation skeleton cartoon, first described trigger frame list and animated clip list are loaded separately, then quote for skeleton cartoon interpolation is corresponding.
Wherein, step S1 specifically comprises 4 steps, and as shown in Figure 2, existing composition graphs 3 illustrates the implementation of step S1, specific as follows:
For a SmoothMoves animation animationT, the size of the trigger frame (BoneAnimation.triggerFrames) of its skeleton cartoon is 200K byte, and animated clip (BoneAnimation.mAnimationClips) size of skeleton cartoon is 100K byte.
S11: the scripting object creating skeleton cartoon.
Be specially, create scripting object (ScriptObject) example, this scripting object called after SMAnimationData(is as shown in Figure 3), wherein, SMAnimationData is the sky table of data to be filled.
S12: create trigger frame list and animated clip list in scripting object.
Be specially, in SMAnimationData, add member's trigger frame list (triggerFrames) of trigger frame (TriggerFrame) array.
In SMAnimationData, add member's animated clip list (mAnimationClips) of lightweight animated clip (AnimationClipSM_Lite) array simultaneously.
S13: the trigger frame of original skeleton cartoon is copied in described trigger frame list, and empty original skeleton cartoon trigger frame.
The trigger frame (BoneAnimation.triggerFrames) of skeleton cartoon is copied in the trigger frame list (SMAnimationData.triggerFrames) of scripting object, and empties BoneAnimation. triggerFrames.
S14: the animated clip of original skeleton cartoon is copied in described animated clip list, and empties the animated clip of original skeleton cartoon.
The animated clip (BoneAnimation.mAnimationClips) of skeleton cartoon is copied in the animated clip list (SMAnimationData.mAnimationClips) of scripting object, and empties BoneAnimation.mAnimationClips.
After step S1 process, obtain scripting object scriptDataT, wherein contain former animation BoneAnimation.triggerFrames and BoneAnimation.mAnimationClips, respective size is still 200K and 100K byte.
After executing each step of above-mentioned S1, adopt the mode of instantiation to load Unity3d skeleton cartoon plug-in unit SmoothMoves, namely perform step S2, as shown in Figure 4, step S2 specifically comprises two steps, specific as follows:
S21: the pre-loaded described scripting object comprising trigger frame list and animated clip list;
As described in S13 and S14 step, after aforementioned step process, trigger frame (BoneAnimation.triggerFrames) in skeleton cartoon and animated clip (BoneAnimation.mAnimationClips) have been empty, no longer occupy a large amount of memory headroom.
And these data have been stored in scripting object, therefore before the arbitrary skeleton cartoon of instantiation, need the scripting object that this skeleton cartoon pre-loaded is corresponding, for obtaining corresponding trigger frame and animated clip information during instantiation.
The load mode of scripting object is without the need to doing any special processing, identical with the load mode of existing skeleton cartoon itself.
S22: instantiation skeleton cartoon is also quoted for its trigger frame and animated clip add.
Skeleton cartoon itself, because be blanked trigger frame and animated clip two major parts data, comparatively fasterly can complete instantiation.
Skeleton cartoon after instantiation, because trigger frame and animated clip are cleared, cannot complete its existing work.Now just need by pre-loaded scripting object, for skeleton cartoon adds relevant quoting, be specially:
Trigger frame (BoneAnimation.triggerFrames) in skeleton cartoon is pointed to the trigger frame list (SMAnimationData. triggerFrames) in scripting object by l.
Animated clip (BoneAnimation.mAnimationClips) in skeleton cartoon is pointed to the animated clip list (SMAnimationData. mAnimationClips) in scripting object by l.
After aforesaid operations, when will there is 20 animationT animations in scene of game simultaneously, then before use method of the present invention, 20 skeleton cartoons (BoneAnimation) will be produced, corresponding trigger frame (triggerFrames) just has 20 parts, total size is 4000K byte, and animated clip (mAnimationClips) also has 20 parts, and total size is 2000K byte.And after using the method for this invention, only store a scripting object scriptDataT.20 animationT animation still corresponding 20 BoneAnimation, but itself triggerFrames and mAnimationClips all points to the trigger frame list (scriptDataT.triggerFrames) of scripting object and the animated clip list (scriptData.mAnimationClips) of scripting object, instead of 20 parts of copies independent of each other.I.e. 20 animation files, only have a triggerFrames and mAnimationClips data, size is still respectively 200K and 100K byte, as shown in Figure 5.
Embodiment two:
Outside the present embodiment is different from embodiment one divided by lower part, other parts are all identical with embodiment one: specific as follows:
After the copy of step S13, also can further optimize the trigger frame of skeleton cartoon as required, as shown in Figure 6, this trigger frame to skeleton cartoon is optimized and specifically comprises the following steps:
S131: set up trigger frame bone set (trggerFrameBoneSet), comprises some trigger frame bones (TrggerFrameBone) that attribute is different in this trigger frame bone set.
S132: set up skeleton cartoon trigger frame array (BoneAnimation. trggerFrames), several trigger frame (TriggerFrame) are comprised in skeleton cartoon trigger frame array, trigger frame is for key assignments with the index of animated clip (clipIndex) and frame (frame), and all bone key frame informations stored in each trigger frame in the respective frame of corresponding animated clip, i.e. trigger frame bone list (TriggerFrame. trggerFrameBones), this list comprises some trigger frame bones (TriggerFrameBone).
S133: the concordance list each trigger frame all being set up to a correspondence, stores the index of all trigger frame bones in the trigger frame of its correspondence in the set of above-mentioned trigger frame bone in this concordance list.This process is specially: choose the trigger frame (i.e. element tf) in skeleton cartoon trigger frame array (BoneAnimation. trggerFrames), for tf sets up trigger frame bone concordance list (triggerFrameBoneIndexes), namely the whole trigger frame bone be respectively in tf sets up index, and the index of each trigger frame bone corresponds to the identical trigger frame bone of an attribute in the set of above-mentioned trigger frame bone.
After each trigger frame all being set up to corresponding concordance list, remove whole trigger frame bones of this trigger frame.
S134: the concordance list of each trigger frame of skeleton cartoon is copied to each trigger frame corresponding position in trigger frame list, and empty the trigger frame in trigger frame list.
After further optimizing the trigger frame of skeleton cartoon, the data volume of skeleton cartoon trigger frame will be less, not repeat them here.
In the middle of above-mentioned instantiation skeleton cartoon process, trigger frame and the animated clip of skeleton cartoon is copied without the need to the degree of depth, but only quoting of skeleton cartoon is pointed to the trigger frame list that pulls out and animated clip list, namely when carrying out multiple copies to same animation file, only need to quote the same a trigger frame list corresponding to this skeleton cartoon and animated clip list, effectively reduce the data volume that skeleton cartoon in instantiation process copies.
The above; be only the specific embodiment of the present invention, but protection scope of the present invention is not limited thereto, any those skilled in the art is in the technical scope that the present invention discloses; the distortion do the present invention or replacement, all should be encompassed within protection scope of the present invention.Therefore, protection scope of the present invention should be as the criterion with the protection domain of described claim.

Claims (6)

1. improve a method for the loading velocity of Unity3d skeleton cartoon plug-in unit SmoothMoves, it is characterized in that, comprising:
S1: pull out trigger frame and animated clip from the skeleton cartoon of animation file, and form trigger frame list and animated clip list respectively;
S2: during each instantiation skeleton cartoon, first described trigger frame list and animated clip list are loaded separately, then quote for skeleton cartoon interpolation is corresponding.
2. the method for the loading velocity of raising Unity3d skeleton cartoon plug-in unit SmoothMoves according to claim 1, it is characterized in that, described step S1 specifically comprises the following steps:
S11: the scripting object creating skeleton cartoon;
S12: create trigger frame list and animated clip list in described scripting object;
S13: the trigger frame of original skeleton cartoon is copied in described trigger frame list, and empties the trigger frame of original skeleton cartoon;
S14: the animated clip of original skeleton cartoon is copied in described animated clip list, and empties the animated clip of original skeleton cartoon.
3. the method for the loading velocity of raising Unity3d skeleton cartoon plug-in unit SmoothMoves according to claim 2, it is characterized in that, described step S13 also comprises and being optimized the trigger frame of skeleton cartoon, and the described trigger frame to skeleton cartoon is optimized and specifically comprises the following steps:
S131: set up the set of trigger frame bone, the set of described trigger frame bone comprises the different some trigger frame bones of attribute;
S132: set up skeleton cartoon trigger frame array, described skeleton cartoon trigger frame array comprises some trigger frame, and each trigger frame comprises some trigger frame bones;
S133: the concordance list each trigger frame all being set up to a correspondence, the index of all trigger frame bones in the trigger frame of its correspondence in the set of described trigger frame bone is stored in this concordance list, after corresponding concordance list is set up to each trigger frame, remove whole trigger frame bones of this trigger frame;
S134: the concordance list of each trigger frame of skeleton cartoon is copied to each trigger frame corresponding position in described trigger frame list, and empty the trigger frame in described trigger frame list.
4. the method for the loading velocity of the raising Unity3d skeleton cartoon plug-in unit SmoothMoves according to claim 1 or 2 or 3, it is characterized in that, described step S2 specifically comprises:
S21: the pre-loaded scripting object comprising described trigger frame list and animated clip list;
S22: skeleton cartoon described in instantiation is also quoted for its trigger frame and animated clip add.
5. the method for the loading velocity of raising Unity3d skeleton cartoon plug-in unit SmoothMoves according to claim 4, it is characterized in that, described step S22 specifically comprises:
Trigger frame in skeleton cartoon is pointed to the trigger frame list in scripting object;
Animated clip in skeleton cartoon is pointed to the animated clip list in scripting object.
6. the method for the loading velocity of raising Unity3d skeleton cartoon plug-in unit SmoothMoves according to claim 2, it is characterized in that, the described scripting object in described step S11 is the sky table of data to be filled.
CN201410819092.6A 2014-12-25 2014-12-25 Method for increasing loading speed of Unity3d bone animation plug-in SmoothMoves Pending CN104503795A (en)

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CN105447902A (en) * 2016-01-15 2016-03-30 网易(杭州)网络有限公司 An animation processing method and apparatus
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