unity3d如何在脚本中获取BlendShape并获取对应的值调整
时间: 2024-09-25 11:04:53 浏览: 137
在Unity 3D中,要从脚本获取Blender Shape(也称为动画权重或变形目标)并调整其值,首先需要确保你已经有一个Mesh Renderer组件,并且该组件关联到拥有Blender Shapes的角色模型上。以下是基本步骤:
1. **检查对象**:检查你的游戏对象是否已设置了一个Skinned Mesh Renderer,这是管理Blender Shape的关键组件。
```csharp
SkinnedMeshRenderer renderer = GetComponent<SkinnedMeshRenderer>();
```
2. **获取BlendShapes**:`renderer.BlendShapes` 属性会返回一个数组,包含所有可用的Blender Shape实例。
```csharp
List<AnimationBlend> blendShapes = renderer.blendShapes;
```
3. **选择特定Blender Shape**:你可以通过索引来访问特定的Blender Shape,例如你想调整第5个Blender Shape:
```csharp
AnimationBlend targetBlendShape = blendShapes[4];
```
4. **读取或修改值**:每个Blender Shape都有一个`value`属性,它是一个0到1之间的浮点数表示当前的变形程度。要获取当前值,使用`targetBlendShape.value`;要改变值,只需赋一个新的值给`value`:
```csharp
float currentValue = targetBlendShape.value; // 获取当前值
targetBlendShape.value = newValue; // 设置新值(0到1之间)
```
注意:在实际操作前,你需要确保`newValue`在合法范围内,并且在动画控制下进行更改,以防意外影响游戏性能。
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