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动画压缩方法
一、常用方法
1. Rig->Animation Type:改为Generic
2. Animations->Anim.Compression:Optimal
二、高级方法
1. 去掉AnimationClip中的无效曲线:例如ScaleCurve
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;public class RemoveCurve : AssetPostprocessor
{void OnPostprocessModel(GameObject g){Apply(g);}void Apply(GameObject g){List<AnimationClip> animationClipList = new List<AnimationClip>(AnimationUtility.GetAnimationClips(g));if (animationClipList.Count == 0){AnimationClip[] objectList = UnityEngine.Object.FindObjectsOfType(typeof(AnimationClip)) as AnimationClip[];animationClipList.AddRange(objectList);}foreach (AnimationClip theAnimation in animationClipList){foreach (EditorCurveBinding theCurveBinding in AnimationUtility.GetCurveBindings(theAnimation)){string name = theCurveBinding.propertyName.ToLower();if (name.Contains("scale")){AnimationUtility.SetEditorCurve(theAnimation, theCurveBinding, null);}}}}
}
2. 压缩AnimationClip文件float的精度
public static bool CompressAnimationClip(Object o){string animationPath = AssetDatabase.GetAssetPath(o);try{//AnimationClip clip = GameObject.Instantiate(o) as AnimationClip;AnimationClip clip = o as AnimationClip;AnimationClipCurveData[] curves = null;curves = AnimationUtility.GetAllCurves(clip);Keyframe key;Keyframe[] keyFrames;for (int ii = 0; ii < curves.Length; ++ii){AnimationClipCurveData curveDate = curves[ii];if (curveDate.curve == null || curveDate.curve.keys == null){//Debug.LogWarning(string.Format("AnimationClipCurveData {0} don't have curve; Animation name {1} ", curveDate, animationPath));continue;}keyFrames = curveDate.curve.keys;for (int i = 0; i < keyFrames.Length; i++){key = keyFrames[i];key.value = float.Parse(key.value.ToString("f3"));key.inTangent = float.Parse(key.inTangent.ToString("f3"));key.outTangent = float.Parse(key.outTangent.ToString("f3"));keyFrames[i] = key;}curveDate.curve.keys = keyFrames;clip.SetCurve(curveDate.path, curveDate.type, curveDate.propertyName, curveDate.curve);}//AssetDatabase.CreateAsset(clip, animationPath);Debug.Log(string.Format(" CompressAnimationClip {0} Success !!!", animationPath));return true;}catch(Exception e){Debug.LogError(string.Format("CompressAnimationClip Failed !!! animationPath : {0} error: {1}", animationPath, e));return false;} }
3. 简化骨骼名字
unity的动画数据存储的时候按每个骨骼节点的轨道拆分存储的,每个骨骼存储的是从根节点到这个骨骼节点的hierarchy路径,字符串的,骨骼多了之后这部分字符串不少。如果把所有骨骼名字都简化,这里可以省不少内存
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