An animation editing method and terminal based on Unity
An animation editing and animation technology, applied in animation production, sports accessories, indoor games, etc., can solve problems such as strong dependence on Unity's overall framework, unfavorable external expansion, unfavorable custom function tracks, etc., and achieve the effect of improving efficiency
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Embodiment 1
[0064] Please refer to figure 1 , Embodiment 1 of the present invention is:
[0065] A kind of animation editing method based on Unity provided by the invention comprises the following steps:
[0066] S1: When the animation editor of Unity is initialized, the preset assembly is stored in the memory; the assembly includes a plurality of custom classes corresponding to tracks for editing animation;
[0067] Wherein, the S1 is specifically:
[0068] When Unity's animation editor is initialized, the preset assembly is stored in Unity's storage space; the assembly includes a plurality of first custom classes corresponding to tracks for editing animations and a plurality of tracks for editing animations The second custom class corresponding to the key frame of ; the track includes an audio track, a video track and a light track. The above-mentioned custom class is a custom function class that the user needs to edit the color, saturation, brightness, etc. of the track or keyframe ...
Embodiment 2
[0081] Please refer to figure 2 , the second embodiment of the present invention is:
[0082] A kind of animation editing terminal based on Unity provided by the present invention comprises memory 1, processor 2 and the computer program that is stored on memory 1 and can run on processor 2, when described processor 2 executes described computer program, realize The following steps:
[0083] S1: When the animation editor of Unity is initialized, the preset assembly is stored in the memory; the assembly includes a plurality of custom classes corresponding to tracks for editing animation;
[0084] Wherein, the S1 is specifically:
[0085] When Unity's animation editor is initialized, the preset assembly is stored in Unity's storage space; the assembly includes a plurality of first custom classes corresponding to tracks for editing animations and a plurality of tracks for editing animations The second custom class corresponding to the key frame of ; the track includes an audio...
Embodiment 3
[0099] Each Sequence (timeline sequence) can have N Tracks (tracks, such as AudioTrack tracks dedicated to playing sounds, AnimationTracks dedicated to playing animations, etc.), and then each track can correspond to N KeyFrames (keyframes on the track, used for data stored at a specific frame number).
[0100] In order to make the use of Track more diverse, and more suitable for functions and practical application projects, the present invention encapsulates Track through abstraction, that is, various tracks are inherited from the base class SequenceTrackBase (note: the most basic Track class) and provided in the base class Abstract virtual functions and virtual methods, provide general data members, and provide externally extended C# generic class SequenceTrack (Note: The KeyFrame key frame type can also be expanded externally, which will be discussed in the next paragraph) In the generic class, generic interfaces such as identifying the generic type and returning the value ...
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Abstract
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Application Information
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