最近学习UE4的使用,发现这篇官方文档没有中文翻译,就想着翻译一下给大家参考参考吧。由于水平有限,里面一些翻译掺杂了我个人的理解,如果有任何问题欢迎提出,我会及时修改的~(时间有限,每天只能翻译一部分)
https://docs.unrealengine.com/latest/CHN/Engine/Animation/AnimMontage/index.html(官方文档链接)
AnimMontage(动画剪辑)
Pe:
Overview(综述)
AnimMontages (or just Montages for short) are a multipurpose tool that allows for a wide variety of animation effects, primarily related to exposing animation controls within code or Blueprint. It can also be used to create a wide variety of animation effects including intelligent loops of animation, logic-based animation switching, root motion handling, and much more.
动画剪辑(简称Montage)是一种通用的工具,他可以将多种动画效果(Animation)展示给那些用代码或者蓝图所实现的动画控制器。他也可以被用来创建诸如动画的智能循环,基于逻辑的动画转换,根节点运动处理等等各种各样的动画(Animation)。
AnimMontages are animation assets that can be created and exist within the Content Browser. These assets can then be plugged directly into the AnimGraph in run-time and you can modify any state of it. For example, you can jump to different sections or you can re-link different sections. This is mostly for code driven animations or one-off animations such as melee attacks, allowing you to control triggers, stop when you want, or change state (looping or non-looping) between (see the image below).
动画剪辑是一个动画集合,可以在内容浏览器被创建并保存。这些集合可以实时的直接插入到*动画编辑图(AnimGraph )中并且你可以任意的修改他的状态。例如,你可以切换不同的动画部分并且重新链接他们。动画剪辑大部分都应用于代码控制的动画或者一次性的动画。例如,格斗攻击,需要你来控制触发器,按照你的意愿随时停止,或者改变状态(是否循环)。(参考下面的图片)
The image above is a melee attack with 3 sections [start, loop, and end]. When the player left-clicks, it triggers the start section by default when you ask to play the montage. Now the middle section is set to loop. When the start is done, it will transition to loop, and will loop there forever. If the player lets the mouse button go, it will stop, but you do not want to stop right away since the animation will pop in the middle of the loop. You would like to relink the loop to the end, where it will then transition out to the end and finish the animation.
上面的图片是一个拥有三部分的攻击动画【开始,循环,结束】。当玩家点击鼠标左键时,就会在你调用动画剪辑的时候默认触发开始的动画部分。现在我们看到中间部分是设置为循环的。当开始动画播放结束后,就会过度到中间的循环部分并一直循环下去。如果玩家释放了鼠标左键,循环就会停止。但是你应该不想让动画在播放到一般的时候就突然中断。你可能更想让循环部分播放后再链接到结束动画部分,这样就可以让中间部分渐渐的淡入结尾部分并完成整套动作的播放。(注:这样看起来效果更好)
Some additional uses for Montages include:The ability to play an animation from within an AnimBlueprint's EventGraph.
Chaining together a complex sequence of animations that you want to think of as a single animation.
Looping only a specific portion of animation or animations based on code or Blueprint script.
Handling event-based switching of multiple animations based on code or Blueprint script.
Proper handling of Root Motion for your characters.
The ability to assign complex animation sequences to named slots that can be switched between in code or Blueprints.
Precise switching between various AnimSequences based on code or Blueprint script.
一些针对动画剪辑的其他用法:可以使用蓝图的事件图(EventGraph)来控制播放动画
把多个不同的动画序列链接成一个单独的动画
通过蓝图或代码,局部的循环播放一个或多个动画的特定部分
通过蓝图或代码,处理基于事件的多种复杂动画的切换
恰当的处理“操作对象”的根节点动作
把复杂的动画序列分配给不同的被命名的插槽(注:理解为序列中的任意位置都可以定义一个插槽)
通过蓝图或代码,精确的把不同的动画序列连接到一起
So, as you can see, there are a lot of different things you can do with Montages. This can easily make Montages seem overwhelming as a system. However, if you really boil it down, the key point of Montages is to expose animation controls to code or Blueprints. Nearly everything else the system can do follows from that single point.
An example of an Animation Montage applied to a character can also be seen on the Animation Content Examples page under section 1.5.
所以,我们就会发现,在动画剪辑中我们可以自由的去做很多事情。这使动画剪辑理所当然的成为一个出色的系统。当然,如果非要去总结一下的话,动画剪辑系统就是把所有的动画展示给我们的代码和蓝图,从而让我们能自由的控制。就凭这一点,我们几乎就可以做出一切我们想要的效果。
想尝试动画剪辑如何运用到角色身上的话也可以参考例子Animation Content Examples 的1.5章节。
System Caveats(系统说明)
There are a few details to keep in mind regarding AnimMontages:Only one Montage can play back at a time. If you start playing a second one, it will stop the first.
At this time, root motion is replicated across the server. However the AnimMontage is not. That means that users utilizing root motion will need to make sure they are replicating the state of the AnimMontage across the network. (Position, play rate, etc.).
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