CN112363689A - Visual editing method, device and storage medium for Unity3D game animation data - Google Patents

Visual editing method, device and storage medium for Unity3D game animation data Download PDF

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Publication number
CN112363689A
CN112363689A CN202011130101.2A CN202011130101A CN112363689A CN 112363689 A CN112363689 A CN 112363689A CN 202011130101 A CN202011130101 A CN 202011130101A CN 112363689 A CN112363689 A CN 112363689A
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animation
event
data
editing
edited
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蒋冠冕
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Hangzhou Electronic Soul Network Technology Co Ltd
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Hangzhou Electronic Soul Network Technology Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/20Software design
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/34Graphical or visual programming
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation

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  • Theoretical Computer Science (AREA)
  • Software Systems (AREA)
  • General Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
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Abstract

The application relates to a visual editing method, equipment and a storage medium for Unity3D game animation data, and belongs to the technical field of game development. The method comprises the following steps: making a visual editor for Unity3D game animation data; adding at least one animation event group in the visual editor; adding at least one animation event in each animation event group to obtain an edited animation event group; and packaging a plurality of edited animation events into animation tracks, wherein each animation track corresponds to one index, and supports different roles or logic requirements. Through the embodiment of the application, the animation editing process can be visual and quick, and moreover, each encapsulated animation track corresponds to one index and supports different roles or logic requirements, so that the animation tracks can be directly called when game development is carried out, and the working efficiency of developers is greatly improved.

Description

Visual editing method, device and storage medium for Unity3D game animation data
Technical Field
The present application relates to the field of game development technologies, and in particular, to a method, an apparatus, and a storage medium for visually editing Unity3D game animation data.
Background
At present, in the game development process, animations of characters include running, jumping, attacking and the like, and these animations are collectively called Animation and are produced by external DCC software and then imported into a Unity3D engine.
In general, there is a need for various Animation-based events during game development, for example, when a character performs a skill releasing action, events such as different special effects, sound effects, or other attack decisions need to be played according to the Animation time, which are called Animation events.
However, the editor that provides a good Animation Event is not available inside Unity3D, and only hard data cut based on Animation clips (i.e., Animation clips for storing Animation data) is possible. However, adding various Animation events to the Animation Clip of Unity3D has a great disadvantage: each Animation Clip can only correspond to a set of Animation Event combination and cannot be multiplexed, and therefore the working efficiency of developers is reduced.
Disclosure of Invention
The embodiment of the application provides a visual editing method, equipment and a storage medium for Unity3D game animation data, so as to at least solve the problem of how to improve the working efficiency of developers in the related art.
In a first aspect, an embodiment of the present application provides a method for visually editing Unity3D game animation data, including: making a visual editor for Unity3D game animation data; adding at least one Animation event Group (Animation Events Group) in the visual editor; adding at least one Animation Event (Animation Event) in each Animation Event group to obtain an edited Animation Event group; and packaging a plurality of edited Animation events into Animation tracks (Animation tracks), wherein each Animation Track corresponds to one index, and supports different roles or logic requirements.
In some of these embodiments, the type of animation event group includes at least one of play special effects, play music, attack decisions, animation breaks, and camera animations.
In some embodiments, the animation event is a time stamp (Timestamp) based animation event point or a Duration type event that lasts for a period of time.
In some of these embodiments, each of the animation events has an independent data configuration.
In some of these embodiments, each of the animation events has a Start (Start) time and an End (End) time, and the adding at least one animation event in each of the animation event groups comprises: adding at least one initial animation event in each animation event group; editing the starting time and the ending time of any initial animation event to obtain an edited animation event; and updating the initial animation event into the edited animation event.
In some of these embodiments, after said packaging a plurality of said edited animation events into an animation track, said method further comprises: and the animation track acquires default animation duration as the time reference for editing and previewing.
In some of these embodiments, after said packaging a plurality of said edited animation events into an animation track, said method further comprises: indexing a target animation track and calling the target animation track; when the target Animation track is operated, the Animation Behavior under an Animation Controller (Animation Controller) is used for mounting and driving.
In some of these embodiments, after said packaging a plurality of said edited animation events into an animation track, said method further comprises: and when the data of the animation track is serialized and deserialized, Json is adopted for data description.
In a second aspect, an embodiment of the present application provides an electronic device, including a processor and a storage medium storing a computer program, where the computer program, when executed by the processor, implements the method for visually editing Unity3D game animation data as described in any one of the above items.
In a third aspect, the present application provides a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the visual editing method for Unity3D game animation data as described in any one of the above.
According to the above, the visual editing method for Unity3D game animation data according to the embodiment of the present application includes: making a visual editor for Unity3D game animation data; adding at least one animation event group in the visual editor; adding at least one animation event in each animation event group to obtain an edited animation event group; and packaging a plurality of edited animation events into animation tracks, wherein each animation track corresponds to one index, and supports different roles or logic requirements. Through the embodiment of the application, the animation editing process can be visual and quick, and moreover, because each encapsulated animation track corresponds to one index and supports different roles or logic requirements, the animation tracks can be indexed and called when game development is carried out, and the working efficiency of developers is greatly improved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:
FIG. 1 is a schematic diagram of a hard data cut-in interface based on Animation Clip in the related art;
FIG. 2 is a schematic interface diagram of a visualization editor in accordance with an embodiment of the present application;
FIG. 3 is a flowchart of a method for visually editing Unity3D game animation data according to an embodiment of the present application;
FIG. 4 is an interface diagram of a preview animation according to an embodiment of the application;
FIG. 5 is an interface diagram of a debugging animation according to an embodiment of the present application;
FIG. 6 is an interface diagram of a debugging animation according to an embodiment of the present application;
fig. 7 is a block diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more apparent, the present application will be described and illustrated below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the present application and are not intended to limit the present application. All other embodiments obtained by a person of ordinary skill in the art based on the embodiments provided in the present application without any inventive step are within the scope of protection of the present application.
It is obvious that the drawings in the following description are only examples or embodiments of the present application, and that it is also possible for a person skilled in the art to apply the present application to other similar contexts on the basis of these drawings without inventive effort. Moreover, it should be appreciated that in the development of any such actual implementation, as in any engineering or design project, numerous implementation-specific decisions must be made to achieve the developers' specific goals, such as compliance with system-related and business-related constraints, which may vary from one implementation to another.
Reference in the specification to "an embodiment" means that a particular feature, structure, or characteristic described in connection with the embodiment can be included in at least one embodiment of the specification. The appearances of the phrase in various places in the specification are not necessarily all referring to the same embodiment, nor are separate or alternative embodiments mutually exclusive of other embodiments. Those of ordinary skill in the art will explicitly and implicitly appreciate that the embodiments described herein may be combined with other embodiments without conflict.
Unless defined otherwise, technical or scientific terms referred to herein shall have the ordinary meaning as understood by those of ordinary skill in the art to which this application belongs. Reference to "a," "an," "the," and similar words throughout this application are not to be construed as limiting in number, and may refer to the singular or the plural. The present application is directed to the use of the terms "including," "comprising," "having," and any variations thereof, which are intended to cover non-exclusive inclusions; for example, a process, method, system, article, or apparatus that comprises a list of steps or modules (elements) is not limited to the listed steps or elements, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus. Reference to "connected," "coupled," and the like in this application is not intended to be limited to physical or mechanical connections, but may include electrical connections, whether direct or indirect. The term "plurality" as referred to herein means two or more. "and/or" describes an association relationship of associated objects, meaning that three relationships may exist, for example, "A and/or B" may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship. Reference herein to the terms "first," "second," "third," and the like, are merely to distinguish similar objects and do not denote a particular ordering for the objects.
FIG. 1 is a schematic diagram of a hard data cut interface based on Animation Clip in the related art, and please refer to FIG. 1, wherein various Animation events can be added to Animation Clip of Unity 3D.
The characteristics of Animation clips are described below. In an editor, the Animation Clip can be moved in position and modifiable in length. For example, dragging left and right on Timeline may change the timing of playing animation; if dragging to the inner side, the length of Animation Clip can be reduced, which means that the reduced part of Animation is deleted, only the undeleted part can be played during playing, and the Animation Clip cannot be dragged to the outer side; if the Animation Clip is dragged up and down, the Animation Clip can be dragged to other tracks, which means that the Animation does not control the original object any more, but controls the newly assigned object, and the two Animation clips can be fused (on the same object Track), and interpolation operation is performed during fusion. However, the animation cannot change the Duration by Start and End, the Duration being determined by Duration.
In combination with the actual situation, the above editing method may cause the following defects:
1. animation clips belong to art assets, and many Animation events are logically related, such as attack judgment, and belong to a logical level, so that the Animation clips and the Animation events should not pollute each other from the perspective of specifications;
2. the editing mode is not intuitive, and the Unity3D relies on a SendMessage function to call, so that the effect can be previewed only when running;
3. the editing mode can only add an event at a specific time point based on the Timestamp, and cannot simulate a Duration event in a time period;
4. each Animation Clip can only correspond to a set of combination of Animation events and cannot be reused, so that the workload of developers is increased, the working efficiency is reduced, and another problem is caused, for example, when a certain Animation Clip needs to have two logic behaviors of behavior A and behavior B, only one behavior result is obtained.
Accordingly, embodiments of the present application are directed to providing a more advanced set of design and tools to replace such existing production processes, while supporting visualization and non-Runtime (Runtime) preview and editing.
In the embodiment of the application, a visual editor needs to be made for Unity3D game animation data. Since Unity3D provides a good editor interface (API), embodiments of the present application may express the editor in a Timeline-like manner. Fig. 2 is an interface schematic diagram of a visual editor according to an embodiment of the present application, and as shown in fig. 2, the editor according to the embodiment of the present application may support addition and deletion of animation event groups and animation events, and may also control start time and end time of animation events, and the like. Preferably, a specific AnimationClip bundle preview is mounted in the Unity3D engine, along with the loading of the corresponding character resources, and a slide preview of the time bar of the animation is supported, among other things.
Based on the above, fig. 3 is a flowchart of a visual editing method for Unity3D game animation data according to an embodiment of the present application, and as shown in fig. 3, the method includes the following steps:
s100: making a visual editor for Unity3D game animation data;
s200: adding at least one animation event group in the visual editor;
s300: adding at least one animation event in each animation event group to obtain an edited animation event group;
s400: and packaging the edited animation events into animation tracks, wherein each animation track corresponds to one index, and each animation track supports different roles or logic requirements.
By adopting the visual editing method of the embodiment of the application, the editing process can be more visual and rapid, and moreover, because each packaged animation track corresponds to one index and supports different roles or logic requirements, the animation tracks can be indexed and called when game development is carried out, and the working efficiency of developers is greatly improved.
The method and the device for encapsulating the animation behaviors of the role obtain the encapsulated animation track. Each animation track corresponds to one index, different roles or logic requirements can be supported, and one animation track can support n animation event groups, wherein n is more than or equal to 1.
Optionally, each animation track acquires a default animation duration as a time reference for editing and previewing.
Optionally, there may be several categorized groups of animation events under each animation track, including, for example, at least one of playing special effects, playing music, attack decisions, animation breaks, and camera animations.
Different animation events can be added under each animation event group, and the animation events can be animation event points based on Timestamp, or Duration events;
optionally, each animation event has a separate data configuration.
Optionally, each animation event has a start time and an end time. At least one initial animation event can be added in each animation event group, the starting time and the ending time of any initial animation event are edited, the edited animation event can be obtained, and the initial animation event is updated to the edited animation event.
Therefore, the number of animation event groups in the visual editor of the embodiment of the present application may be increased or decreased, and the number of animation events in each animation event group may also be increased or decreased.
By the aid of the content, different animation event groups can be packaged according to different roles or logic requirements, a plurality of animation tracks are obtained, and each animation track corresponds to one index.
Then, the target Animation track can be indexed and called, and when the whole Animation track is in operation, the mounting and driving can be carried out through Animation Behavior under Animation Controller.
In addition, in the visual editor, the animation track data is serialized and deserialized, and the serialization has the following functions: when the object is transmitted and saved, the integrity and the transferability of the object are ensured, and the object is converted into an ordered byte stream so as to be transmitted on the network or saved in a local file; the effect of the deserialization is: the object is reconstructed by deserialization based on the object state and description information stored in the byte stream. Here, in the embodiment of the present application, Json is used for data description, and the reduction effect on the data structure is better.
Fig. 4 is an interface schematic diagram of a preview animation according to an embodiment of the present application, and fig. 5 and 6 are interface schematic diagrams of a debugging animation according to an embodiment of the present application. As shown in fig. 4, the visualization editor of the embodiment of the present application can perform a preview at runtime, and because based on the visualization, it is convenient to obtain data of a target character, so that the preview can be intuitively performed in the visualization editor. Further, as shown in fig. 5 and fig. 6, the visual editor according to the embodiment of the present application may also be debugged during operation, so that the editing process of the animation data is more intuitive and convenient.
To sum up, the embodiment of the application adopts the visual editor, and compared with the original process, the process is more intuitive, faster and more scientific. Moreover, the animation events can be edited in the animation event group, the original art assets can not be polluted, even the whole set of workflows such as art, plan and sound effect can be communicated in a seamless mode, and the method is as efficient as a production line. Particularly, in the development stage, the packaged animation tracks can be indexed and called, so that the working efficiency of developers is greatly improved. In addition, because the interfaces of Animation events are well defined in advance, the subsequent expansion is very convenient, and the functions can be stably operated by the good design at the early stage.
Compared with other network plug-in implementation modes, the design of the embodiment of the application has good coupling performance and can be even conveniently migrated to a server to operate, so that the design and the implementation of the editor of the embodiment of the application have the advantages which cannot be achieved by the prior art.
Fig. 7 is a block diagram of an electronic device according to an embodiment of the present application, and as shown in fig. 7, the electronic device includes a processor 81 and a memory 82 storing computer program instructions.
Specifically, the processor 81 may include a Central Processing Unit (CPU), or A Specific Integrated Circuit (ASIC), or may be configured to implement one or more Integrated circuits of the embodiments of the present Application.
Memory 82 may include, among other things, mass storage for data or instructions. By way of example, and not limitation, memory 82 may include a Hard Disk Drive (Hard Disk Drive, abbreviated to HDD), a floppy Disk Drive, a Solid State Drive (SSD), flash memory, an optical Disk, a magneto-optical Disk, tape, or a Universal Serial Bus (USB) Drive or a combination of two or more of these. Memory 82 may include removable or non-removable (or fixed) media, where appropriate. The memory 82 may be internal or external to the data processing apparatus, where appropriate. In a particular embodiment, the memory 82 is a Non-Volatile (Non-Volatile) memory. In particular embodiments, Memory 82 includes Read-Only Memory (ROM) and Random Access Memory (RAM). The ROM may be mask-programmed ROM, Programmable ROM (PROM), Erasable PROM (EPROM), Electrically Erasable PROM (EEPROM), Electrically rewritable ROM (earrom), or FLASH Memory (FLASH), or a combination of two or more of these, where appropriate. The RAM may be a Static Random-Access Memory (SRAM) or a Dynamic Random-Access Memory (DRAM), where the DRAM may be a Fast Page Mode Dynamic Random-Access Memory (FPMDRAM), an Extended data output Dynamic Random-Access Memory (EDODRAM), a Synchronous Dynamic Random-Access Memory (SDRAM), and the like.
The memory 82 may be used to store or cache various data files for processing and/or communication use, as well as possible computer program instructions executed by the processor 81.
The processor 81 reads and executes the computer program instructions stored in the memory 82 to implement any one of the visual editing methods of Unity3D game animation data in the above embodiments.
In some of these embodiments, the electronic device may also include a communication interface 83 and a bus 80. As shown in fig. 7, the processor 81, the memory 82, and the communication interface 83 are connected via the bus 80 to complete communication therebetween.
The communication interface 83 is used for implementing communication between modules, devices, units and/or equipment in the embodiment of the present application. The communication port 83 may also be implemented with other components such as: the data communication is carried out among external equipment, image/data acquisition equipment, a database, external storage, an image/data processing workstation and the like.
The bus 80 includes hardware, software, or both to couple the components of the electronic device to one another. Bus 80 includes, but is not limited to, at least one of the following: data Bus (Data Bus), Address Bus (Address Bus), Control Bus (Control Bus), Expansion Bus (Expansion Bus), and Local Bus (Local Bus). By way of example, and not limitation, Bus 80 may include an Accelerated Graphics Port (AGP) or other Graphics Bus, an Enhanced Industry Standard Architecture (EISA) Bus, a Front-Side Bus (FSB), a Hyper Transport (HT) Interconnect, an ISA (ISA) Bus, an InfiniBand (InfiniBand) Interconnect, a Low Pin Count (LPC) Bus, a memory Bus, a microchannel Architecture (MCA) Bus, a PCI (Peripheral Component Interconnect) Bus, a PCI-Express (PCI-X) Bus, a Serial Advanced Technology Attachment (SATA) Bus, a Video Electronics Bus (audio Electronics Association), abbreviated VLB) bus or other suitable bus or a combination of two or more of these. Bus 80 may include one or more buses, where appropriate. Although specific buses are described and shown in the embodiments of the application, any suitable buses or interconnects are contemplated by the application.
In addition, in combination with the visual editing method of Unity3D game animation data in the above embodiment, the embodiment of the present application may be implemented by providing a computer-readable storage medium. The computer readable storage medium having stored thereon computer program instructions; the computer program instructions, when executed by a processor, implement any one of the above-described embodiments of the method for visually editing Unity3D game animation data.
The above-mentioned embodiments only express several embodiments of the present application, and the description thereof is more specific and detailed, but not construed as limiting the scope of the invention. It should be noted that, for a person skilled in the art, several variations and modifications can be made without departing from the concept of the present application, which falls within the scope of protection of the present application. Therefore, the protection scope of the present patent shall be subject to the appended claims.

Claims (10)

1. A visual editing method for Unity3D game animation data is characterized by comprising the following steps:
making a visual editor for Unity3D game animation data;
adding at least one animation event group in the visual editor;
adding at least one animation event in each animation event group to obtain an edited animation event group;
and packaging a plurality of edited animation events into animation tracks, wherein each animation track corresponds to one index, and supports different roles or logic requirements.
2. The method of claim 1, wherein the type of animation event group comprises at least one of play special effects, play music, attack decisions, animation breaks, and camera animations.
3. The method of claim 1, wherein the animation event is an animation event point based on a time stamp or a Duration type event.
4. The method of visual editing of Unity3D game animation data as recited in claim 1, wherein each animation event has an independent data configuration.
5. A method for visual editing of Unity3D game animation data as recited in claim 1, wherein each of said animation events has a start time and an end time, and wherein said adding at least one animation event in each of said groups of animation events comprises:
adding at least one initial animation event in each animation event group;
editing the starting time and the ending time of any initial animation event to obtain an edited animation event;
and updating the initial animation event into the edited animation event.
6. The method for visually editing Unity3D game animation data according to claim 1, wherein after said grouping a plurality of said edited animation events into animation tracks, said method further comprises:
and the animation track acquires default animation duration as the time reference for editing and previewing.
7. The method for visually editing Unity3D game animation data according to claim 1, wherein after said grouping a plurality of said edited animation events into animation tracks, said method further comprises:
indexing a target animation track and calling the target animation track;
when the target Animation track is operated, the Animation Behavior under the Animation controller is used for mounting and driving.
8. The method for visually editing Unity3D game animation data according to claim 1, wherein after said grouping a plurality of said edited animation events into animation tracks, said method further comprises:
and when the data of the animation track is serialized and deserialized, Json is adopted for data description.
9. An electronic device comprising a processor and a storage medium storing a computer program, wherein the computer program, when executed by the processor, implements the Unity3D game animation data visual editing method as claimed in any one of claims 1 to 8.
10. A computer-readable storage medium on which a computer program is stored, the computer program, when being executed by a processor, implementing a visual editing method of Unity3D game animation data according to any one of claims 1 to 8.
CN202011130101.2A 2020-10-21 2020-10-21 Visual editing method, device and storage medium for Unity3D game animation data Pending CN112363689A (en)

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