最近真是忙,连研究细看的时间都没有了,原帖地址:https://alastaira.wordpress.com/2013/11/08/smooth-unity-camera-transitions-with-animation-curves/

先贴到这里

I’m creating a game in which I want to transition between two camera views – a top-down, overhead camera that gives a zoomed-out world view, and an over-the-shoulder style forward-facing camera to give a close-up view. Let’s say for the sake of discussion that these positions are defined relative to the player, as follows:

  • Overview: Position x/y/z: (0, 100, 0). Rotation x/y/z: (-90, 0, 0)  (60 units above, rotated straight down)
  • Close-up: Position x/y/z: (0, 0, –0.5). Rotation x/y/z: (0, 0, 0) (0.5 units behind, aligned with player direction)

Rather than simply cut between the two camera views, or present the top-down view in a second minimap camera alongside the main game view,  I want to use a single camera and transition smoothly between the two view locations. Initially, I tried to simply interpolate the position and rotation of the camera between the two locations (using lerp() for linear interpolation of the position vectors and slerp() for the rotation quaternions), based on a single zoom parameter:

transform.position = Vector3.Lerp(zoomstart.position, zoomend.position, zoom);
transform.rotation = Quaternion.Slerp(zoomstart.rotation, zoomend.rotation, zoom);

This gives:

However, this didn’t create the effect I wanted – I wanted to remain largely looking down as the camera zoomed in, and only pull up to match that player’s look vector at relatively close zoom levels, and also to ease the movement at both ends of the zoom.

My next thought was to ease in/out the camera motion using one of the functions described in this earlier post – perhaps a sigmoid curve, so that the rate of rotation was greatest at either extreme of the zoom spectrum. But I had trouble finding a function that exactly described the motion I wanted to create.

And then I discovered Unity’s AnimationCurves. I don’t know why they’re called animation curves, because they’re not specific to animations at all – they allow you to define custom curves based on an arbitrary number of control points (keys), and then evaluate the value of the function at any point along the curve.

To look up the value at any point along the curve use the Evaluate()  method. For example, in the curve above, the y value of the curve at x=0.5 is given by Curve.Evaluate(0.5) , which results in 0.692. Using this you can smoothly adjust any variable based on a single dimensional input.

Curves for Smooth Camera Movement

I have three camera transform parameters that change between my two camera locations – the offset position in y and z axes, and the rotation in the x axis. Since each animation curve can express only one dimension, I thought I might need to create three animation curves – one to describe each parameter that varies as the camera zooms in. However, on more thought I decided a better way: to have one curve to control the rotation around the x axis (i.e. adjusting the pitch of the camera), and then a second curve to set the distance which the camera should be offset back based on the forward direction of the camera at that point. Since the camera rotates about the x axis, translating back along its normal means that the second curve will govern both the height (y) and offset (z) in a single curve.

You can create animation curves in the inspector, but I initialised them in code as follos:

public class CameraScript : MonoBehaviour {
 
    // How camera pitch (i.e. rotation about x axis) should vary with zoom
    public AnimationCurve pitchCurve;
    // How far the camera should be placed back along the chosen pitch based on zoom
    public AnimationCurve distanceCurve;
 
    // Use this for initialization
    void Start () {
 
        // Create 'S' shaped curve to adjust pitch
        // Varies from 0 (looking forward) at 0, to 90 (looking straight down) at 1
        pitchCurve = AnimationCurve.EaseInOut(0.0f, 0.0f, 1.0f, 90.0f);
        
        // Create exponential shaped curve to adjust distance
        // So zoom control will be more accurate at closer distances, and more coarse further away
        Keyframe[] ks = new Keyframe[2];
        // At zoom=0, offset by 0.5 units
        ks[0] = new Keyframe(0, 0.5f);
        ks[0].outTangent = 0;
        // At zoom=1, offset by 60 units
        ks[1] = new Keyframe(1, 60);
        ks[1].inTangent = 90;
        distanceCurve = new AnimationCurve(ks);
    }
}

This generates the following curves:

Pitch

Distance

I then evaluate the appropriate point from each curve based on the camera zoom level, as follows:

// Calculate the appropriate pitch (x rotation) for the camera based on current zoom      
float targetRotX = pitchCurve.Evaluate(zoom);
 
// The desired yaw (y rotation) is to match that of the target object
float targetRotY = target.rotation.eulerAngles.y;
 
// Create target rotation as quaternion
// Set z to 0 as we don't want to roll the camera
Quaternion targetRot = Quaternion.Euler(targetRotX, targetRotY, 0.0f);
        
// Calculate in world-aligned axis, how far back we want the camera to be based on current zoom
Vector3 offset = Vector3.forward * distanceCurve.Evaluate(zoom);
 
// Then subtract this offset based on the current camera rotation
Vector3 targetPos = target.position - targetRot * offset;

Finally, rather than setting the camera position/rotation directly, I lerp/slerp between the current transform.position/rotation towards the target position/rotation to smooth the movement and get the result as follows, which I’m pretty happy with (scene view on the left, resulting camera view on the right):

转一篇Unity的相机动画控制的更多相关文章

  1. 关于Unity中Mecanim动画的动画状态代码控制与代码生成动画控制器

    对于多量的.复杂的.有规律的控制器使用代码生成 动画状态代码控制 1:每个动画状态,比如进入状态,离开状态, 等都有可能需要代码来参与和处理,比如,进入这个动画单元后做哪些事情,来开这个动画单元后做哪 ...

  2. unity 对Animator动画系统的研究

    unity的新动画系统叫Mecanim,使用Animator来取代旧系统Animation,按Unity文档的惯例:知识点主要分2部分:unity manual和unity script,读者可以边看 ...

  3. Unity MegaFiers 顶点动画

        使用 MegaFiers 插件,能够使得Unity支持顶点动画的播放. 官方视频教程例如以下: 在这里简单測试使用下,环境例如以下: Blender 2.72 Unity 4.5.4 Mega ...

  4. Unity正交相机智能包围物体(组)方案

    Unity正交相机智能包围物体(组)方案 目录 Unity正交相机智能包围物体(组)方案 一.技术背景 二.相关概念 2.1 正交摄像机 2.2 正交相机的Size 2.3 相机的Aspect 2.4 ...

  5. 深入学习jQuery动画控制

    × 目录 [1]动画状态 [2]停止动画 [3]动画延迟[4]全局控制 前面的话 jQuery动画可以使用fade.hide.slide等方法实现基本动画效果,可以使用animate实现自定义动画,甚 ...

  6. iOS开发Swift篇—(六)流程控制

    iOS开发Swift篇—(六)流程控制 一.swift中的流程控制 Swift支持的流程结构如下: 循环结构:for.for-in.while.do-while 选择结构:if.switch 注意:这 ...

  7. i3D的一篇Unity教程中的笔记

    原地址:http://blog.sina.com.cn/s/blog_72b936d80100wwej.html 以下是i3D的一篇Unity教程中的笔记. i3D的这篇教程是[i3D.Next-Ge ...

  8. Unity Shader序列帧动画学习笔记

    Unity Shader序列帧动画学习笔记 关于无限播放序列帧动画的一点问题 在学shader的序列帧动画时,书上写了这样一段代码: fixed4 frag(v2f i){ // 获得整数时间 flo ...

  9. unity代码添加动画,并传参数

    测试界面 button一个 sprite一个 测试代码 public class BgObject : MonoBehaviour { void Start() { List<string> ...

随机推荐

  1. 浅谈游标选项 Static|Keyset|DYNAMIC|FAST_FORWARD

    接好久之前太监的一篇Blog.现在补充几个选项的介绍 所用的语句都是这个 IF OBJECT_ID('T1') IS NOT NULL DROP TABLE T1 GO CREATE TABLE T1 ...

  2. mysql set names 命令和 mysql 字符编码问题

    先看下面的执行结果: (root@localhost)[(none)]mysql>show variables like 'character%'; +--------------------- ...

  3. 使用Hive或Impala执行SQL语句,对存储在Elasticsearch中的数据操作

    http://www.cnblogs.com/wgp13x/p/4934521.html 内容一样,样式好的版本. 使用Hive或Impala执行SQL语句,对存储在Elasticsearch中的数据 ...

  4. 烂泥:centos单独编译安装gd库

    本文由秀依林枫提供友情赞助,首发于烂泥行天下. 这几天一直在弄一个商城系统,该系统的源码及数据库都已经上传并创建完毕.但是在安装该系统时,却提示缺少gd库.如下: 使用php探针查看,发现php确实没 ...

  5. 《PHP开发APP接口》笔记

    PHP开发APP接口 [TOC] 课程地址 imooc PHP开发APP接口 学习要点 APP接口简介 封装通信接口方法 核心技术 APP接口实例 服务器端 -> 数据库|缓存 -> 调用 ...

  6. php数组高级小结(一)

    <?php /** * php5.4新增数组定义 */ $items1 = [ 'a','b','c' ]; $items2=[ 'name'=>'andy','age'=>52 ] ...

  7. android 获取本机SMI卡号码

    //获取手机号码 TelephonyManager tm = (TelephonyManager)this.getSystemService(Context.TELEPHONY_SERVICE); S ...

  8. linux vi编辑器操作手册

    简介 Linux下的文本编辑器有很多种,vi 是最常用的,也是各版本Linux的标配.注意,vi 仅仅是一个文本编辑器,可以给字符着色,可以自动补全,但是不像 Windows 下的 word 有排版功 ...

  9. Struts2工作原理

    Struts2工作原理 Struts2请求响应流程: 在struts2的应用中,从用户请求到服务器返回相应响应给用户端的过程中,包含了许多组件如:Controller.ActionProxy.Acti ...

  10. [麦先生]TP3.2之微信开发那点事[基础篇](网页授权开发之小Demo)

    用户à 点击按钮进入授权页面并确认授权à 服务器返回code给开发者à 利用code,APPID,APPsecret组合数据请求API获取access_token和openidà 利用access_t ...