Unity官方文档对于Mesh.bindposes
的解释比较含糊,比较难以理解其含义,在这我用人话解释下。
Mesh.bindposes
是一个数组,每个元素是Matrix4x4
对象,是对应骨骼初始形变的逆变换,可以消除骨骼初始的形变,这样在骨骼动画里面可以用来实时计算骨骼的形变增量,然后通过骨骼权重把对应的形变作用到顶点上。
对于这个逆变换,官方的示例看起来比较抽象
bindPoses[1] = bones[1].worldToLocalMatrix * transform.localToWorldMatrix;
要理解这行代码,可以做下简单推导
Matrix4x4 bone = [骨骼自身形变]; // 位移、旋转、拉伸
Matrix4x4 parent = [父级节点叠加的形变]; // === transform.localToWorldMatrix
var world = parent * bone; // bones[1].localToWorldMatrix
bones[1].worldToLocalMatrix * transform.localToWorldMatrix = world.inverse * transform.localToWorldMatrix = world.inverse * parent = bone.inverse;
所以上面这个代码其实就是获取自身形变的逆变换,等价于下面这个比较直观的逆变换计算方式
var matrix = Matrix4x4.identity;
matrix.SetTRS(bones[1].localPosition, bones[1].localRotation, bones[1].localScale);
bindPoses[1] = matrix.inverse;
using UnityEngine;
using System.Collections;
// this example creates a quad mesh from scratch, creates bones
// and assigns them, and animates the bones motion to make the
// quad animate based on a simple animation curve.
public class BindPoseExample : MonoBehaviour
{
void Start()
{
gameObject.AddComponent<Animation>();
gameObject.AddComponent<SkinnedMeshRenderer>();
SkinnedMeshRenderer rend = GetComponent<SkinnedMeshRenderer>();
Animation anim = GetComponent<Animation>();
// Build basic mesh
Mesh mesh = new Mesh();
mesh.vertices = new Vector3[] { new Vector3(-1, 0, 0), new Vector3(1, 0, 0), new Vector3(-1, 5, 0), new Vector3(1, 5, 0) };
mesh.uv = new Vector2[] { new Vector2(0, 0), new Vector2(1, 0), new Vector2(0, 1), new Vector2(1, 1) };
mesh.triangles = new int[] { 0, 1, 2, 1, 3, 2 };
mesh.RecalculateNormals();
rend.material = new Material(Shader.Find("Diffuse"));
// assign bone weights to mesh
BoneWeight[] weights = new BoneWeight[4];
weights[0].boneIndex0 = 0;
weights[0].weight0 = 1;
weights[1].boneIndex0 = 0;
weights[1].weight0 = 1;
weights[2].boneIndex0 = 1;
weights[2].weight0 = 1;
weights[3].boneIndex0 = 1;
weights[3].weight0 = 1;
mesh.boneWeights = weights;
// Create Bone Transforms and Bind poses
// One bone at the bottom and one at the top
Transform[] bones = new Transform[2];
Matrix4x4[] bindPoses = new Matrix4x4[2];
bones[0] = new GameObject("Lower").transform;
bones[0].parent = transform;
// Set the position relative to the parent
bones[0].localRotation = Quaternion.identity;
bones[0].localPosition = Vector3.zero;
// The bind pose is bone's inverse transformation matrix
// In this case the matrix we also make this matrix relative to the root
// So that we can move the root game object around freely
bindPoses[0] = bones[0].worldToLocalMatrix * transform.localToWorldMatrix;
bones[1] = new GameObject("Upper").transform;
bones[1].parent = transform;
// Set the position relative to the parent
bones[1].localRotation = Quaternion.identity;
bones[1].localPosition = new Vector3(0, 5, 0);
// The bind pose is bone's inverse transformation matrix
// In this case the matrix we also make this matrix relative to the root
// So that we can move the root game object around freely
bindPoses[1] = bones[1].worldToLocalMatrix * transform.localToWorldMatrix;
{
var matrix = Matrix4x4.identity;
matrix.SetTRS(bones[1].localPosition, bones[1].localRotation, bones[1].localScale);
Debug.Assert(matrix.inverse == bindPoses[1]);
// 从这里可以看出bindposese存储的是骨骼本身初始形变的逆运算,作用就是在骨骼动画里面计算骨骼形变增量,然后应用到每个被影响的顶点
}
// bindPoses was created earlier and was updated with the required matrix.
// The bindPoses array will now be assigned to the bindposes in the Mesh.
mesh.bindposes = bindPoses;
// Assign bones and bind poses
rend.bones = bones;
rend.sharedMesh = mesh;
// Assign a simple waving animation to the bottom bone
AnimationCurve curve = new AnimationCurve();
curve.keys = new Keyframe[] { new Keyframe(0, 0, 0, 0), new Keyframe(1, 3, 0, 0), new Keyframe(2, 0.0F, 0, 0) };
// Create the clip with the curve
AnimationClip clip = new AnimationClip();
clip.SetCurve("Lower", typeof(Transform), "m_LocalPosition.z", curve);
clip.legacy = true;
// Add and play the clip
clip.wrapMode = WrapMode.Loop;
anim.AddClip(clip, "test");
anim.Play("test");
}
}