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本篇文章給大家分享的是有關使用Unity怎么批量修改FBX模型,小編覺得挺實用的,因此分享給大家學習,希望大家閱讀完這篇文章后可以有所收獲,話不多說,跟著小編一起來看看吧。
using UnityEditor; using UnityEngine; using System.IO; using System.Collections; using System.Collections.Generic; public class ModifyMoidel : Editor { [MenuItem("BenBen/修改模型ModelScal")] public static void ModifyMoidelScale() { List<string> paths = new List<string>(); foreach (Object o in Selection.GetFiltered(typeof(Object), SelectionMode.Assets)) { Debug.Log(o.name); //非對象不繼續 if (!(o is GameObject)) continue; //將o作為模型存儲在mod中 //Debug.LogWarning(o.name); GameObject mod = o as GameObject; //將mod模型路徑存儲在path中 string path = AssetDatabase.GetAssetPath(mod); ModelImporter modelimporter = ModelImporter.GetAtPath(path) as ModelImporter; if (!modelimporter) { UnityEngine.Debug.LogError(string.Format("path-->{0}<---不是ModelImporter", path)); continue; } //修改Model 下的Scale Factor modelimporter.globalScale = 10; paths.Add(path); AssetDatabase.ImportAsset(path); } AssetDatabase.Refresh(); CreatNewAnimations(paths); } private static void CreatNewAnimations(List<string> paths) { UnityEditor.Animations.AnimatorController animatorController = null; UnityEditor.Animations.AnimatorControllerLayer layer = null; UnityEditor.Animations.AnimatorStateMachine asm = null; Debug.Log(paths.Count); for (int i = 0; i < paths.Count; i++) { paths[i].Replace("\\", "/"); AnimationClip newClip = new AnimationClip(); AnimationClip clip = AssetDatabase.LoadAssetAtPath(paths[i], typeof(AnimationClip)) as AnimationClip; if (!clip) { UnityEngine.Debug.LogError(string.Format("path-->{0}<--不包含AnimationClip", paths[i])); continue; } string fbxName = Path.GetFileNameWithoutExtension(paths[i]); fbxName = fbxName.Substring(fbxName.LastIndexOf("_") + 1); //新的AnimationClip名字 var newClipName = GetAniName(int.Parse(fbxName)) + ".anim"; string directoryPath = paths[i].Replace(Path.GetFileName(paths[i]), "AnimationClip/"); if (!Directory.Exists(directoryPath)) { Directory.CreateDirectory(directoryPath); } EditorCurveBinding[] binding = AnimationUtility.GetCurveBindings(clip); for (int j = 0; j < binding.Length; j++) { AnimationCurve animationCurve = AnimationUtility.GetEditorCurve(clip, binding[j]); AnimationUtility.SetEditorCurve(newClip, binding[j], animationCurve); } //非Legacy動畫使用GetCurveBindings、GetEditorCurve和SetEditorCurve方法 //Legacy要使用GetObjectReferenceCurveBindings、GetObjectReferenceCurve和SetObjectReferenceCurve方法 //設置AnimationClipSettings AnimationUtility.SetAnimationClipSettings(newClip, AnimationUtility.GetAnimationClipSettings(clip)); string newClipPath = directoryPath + newClipName; AssetDatabase.CreateAsset(newClip, newClipPath); //生成animator if (!animatorController) { animatorController = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(directoryPath + "Animator.controller"); layer = animatorController.layers[0]; asm = layer.stateMachine; } //添加到Animator中 UnityEditor.Animations.AnimatorState state = asm.AddState(newClip.name); state.motion = newClip; //如果是Idle 動畫,設置loop if (newClip.name == "Idle") { AnimationClipSettings animationClipSettings = AnimationUtility.GetAnimationClipSettings(newClip); animationClipSettings.loopTime = true; AnimationUtility.SetAnimationClipSettings(newClip, animationClipSettings); layer.stateMachine.defaultState = state; } AssetDatabase.ImportAsset(paths[i]); } AssetDatabase.Refresh(); } private static string GetAniName(int count) { switch (count) { case 1: return "Idle"; case 2: return "2-1"; case 3: return "2-2"; case 4: return "2-3"; case 5: return "2-4"; default: return ""; } } }
如果有更簡單的實現方法歡迎各位大佬留言。
補充:Unity 動態修改prefab 同步fbx
有時候我們想prefab和fbx無縫切換怎么辦,也就是在unity里調完效果后不滿意,返回dcc如阿健修改模型,但是prefab上又掛載了東西,不想重拖怎么辦?這時候prefab variant就又用途了
建立變體,把變體拖到場景里。
或者先拖fbx到場景,再選擇變體放置。
然后修改好模型后,直接再在文件瀏覽器里替換同名prefab
貌似需要到prefab模式里再revert一下
這樣就可以實現“動態”修改perfab了。沒改變的話可以右鍵相關屬性revert
嗯
以上就是使用Unity怎么批量修改FBX模型,小編相信有部分知識點可能是我們日常工作會見到或用到的。希望你能通過這篇文章學到更多知識。更多詳情敬請關注億速云行業資訊頻道。
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