UE4 自定义动画控制节点
目的:在AnimationBlueprint中使用自定义动画控制节点。
主要过程:
1. 引用相关模块。在Client.Build.cs文件中,PublicDependencyModuleNames.AddRange里加入”AnimGraphRuntime”,“AnimGraph”, “BlueprintGraph”,添加引用模块后可在使用时直接包含头文件名称,而不用指定具体路径。
2. 实现AnimNode类,用于处理更新骨骼位置等具体逻辑;
3. 实现AnimGraphNode类,用于在编辑器中显示信息等;
4. 编辑工程后即可在AnimationBlueprint中使用该节点
下面以我的自定义动画节点CopyParentBone为例,该节点作用是更改当前Component内某骨骼的Transform为Parent Component内同名称骨骼的Transform:
一、添加引用模块
Client.Build.cs
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AIModule", "GameplayTasks", "Landscape", "Foliage", "AnimGraphRuntime", "AnimGraph", "BlueprintGraph" });
二、AnimNode类
Public/AnimNode_CopyParentBone.h
/* * \file AnimNode_CopyParentBone.h * * \author: Jia Zhipeng * \date: 2016/02/24 */ #pragma once #include "AnimNode_SkeletalControlBase.h" #include "AnimNode_CopyParentBone.generated.h" USTRUCT() struct FAnimNode_CopyParentBone :public FAnimNode_SkeletalControlBase //父类可以是FAnimNode_SkeletalControlBase或者FAnimNode_Base //FAnimNode_SkeletalControlBase一般用于对骨骼的控制,通过EvaluateBoneTransforms更改骨骼位置。 //FAnimNode_Base一般用于对整体MeshBase的更改,通过Evaluate或者EvaluateComponentSpace更改Output.Pose更改全身的位置 //自定义类继承父类后,override部分接口即可,以下是我用到的主要接口 { GENERATED_USTRUCT_BODY() /** Name of bone to control. **/ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = SkeletalControl) FBoneReference BoneToModify; public: // Constructor FAnimNode_CopyParentBone(); // // FAnimNode_Base interface // 显示Debug信息 virtual void GatherDebugData(FNodeDebugData& DebugData) override; // // End of FAnimNode_Base interface // FAnimNode_SkeletalControlBase interface // 更改位置的逻辑实现函数 virtual void EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms) override; // 判断用到的骨骼是否有效 virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override; // End of FAnimNode_SkeletalControlBase interface private: // FAnimNode_SkeletalControlBase interface // 初始化骨骼引用 virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override; // End of FAnimNode_SkeletalControlBase interface };
Private/AnimNode_CopyParentBone.cpp
/* * \file AnimNode_CopyParentBone.cpp * * \author: Jia Zhipeng * \date: 2016/02/24 */ #include "Client.h"//自己的Game.h #include "AnimNode_CopyParentBone.h" FAnimNode_CopyParentBone::FAnimNode_CopyParentBone() { } //控制骨骼运动的逻辑实现。在OutBoneTransforms里Add需要修改的BoneTransform void FAnimNode_CopyParentBone::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms) { check(OutBoneTransforms.Num() == 0); FTransform NewBoneTM = FTransform::Identity; const FBoneContainer BoneContainer = MeshBases.GetPose().GetBoneContainer(); USceneComponent* ParentComponent = SkelComp->GetAttachParent(); if (ParentComponent) NewBoneTM = ParentComponent->GetSocketTransform(BoneToModify.BoneName, RTS_Component); else { UE_LOG(LogAnimation, Warning, TEXT("FAnimNode_CopyParentBone cannot get parent component")); } OutBoneTransforms.Add(FBoneTransform(BoneToModify.GetCompactPoseIndex(BoneContainer), NewBoneTM)); } void FAnimNode_CopyParentBone::GatherDebugData(FNodeDebugData& DebugData) { FString DebugLine = DebugData.GetNodeName(this); DebugLine += "("; AddDebugNodeData(DebugLine); DebugLine += FString::Printf(TEXT(" Target: %s)"), * BoneToModify.BoneName.ToString()); DebugData.AddDebugItem(DebugLine); ComponentPose.GatherDebugData(DebugData); } bool FAnimNode_CopyParentBone::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) { return (BoneToModify.IsValid(RequiredBones)); } void FAnimNode_CopyParentBone::InitializeBoneReferences(const FBoneContainer& RequiredBones) { BoneToModify.Initialize(RequiredBones); }
三、AnimGraphNode
Public/AnimGraphNode_CopyParentBone.h
/* * \file AnimGraphNode_CopyParentBone.h * * \author: Jia Zhipeng * \date: 2016/02/24 * \purporse: 自定义动画节点,在Parent Component中获得与当前Component的根骨骼同名的骨骼Transform,然后设置为当前骨骼的Transform */ #pragma once #include "AnimGraphNode_SkeletalControlBase.h" #include "AnimNode_CopyParentBone.h" #include "AnimGraphNode_CopyParentBone.generated.h" UCLASS(MinimalAPI) class UAnimGraphNode_CopyParentBone : public UAnimGraphNode_SkeletalControlBase { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category=Settings) FAnimNode_CopyParentBone Node; // UEdGraphNode interface // 鼠标悬浮在Node上的提示文本 virtual FText GetTooltipText() const override; // Node的名字文本 virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; // End of UEdGraphNode interface protected: // UAnimGraphNode_SkeletalControlBase interface // 返回controller的描述 virtual FText GetControllerDescription() const override; // 返回引用的AnimNode virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; } // End of UAnimGraphNode_SkeletalControlBase interface };
Private/AnimGraphNode_CopyParenBone.cpp
/* * \file AnimNode_CopyParentBone.cpp * * \author: Jia Zhipeng * \date: 2016/02/24 */ #include "Client.h" #include "AnimGraphNode_CopyParentBone.h" #define LOCTEXT_NAMESPACE "A3Nodes" UAnimGraphNode_CopyParentBone::UAnimGraphNode_CopyParentBone(const FObjectInitializer& ObjectInitializer) :Super(ObjectInitializer) { } FText UAnimGraphNode_CopyParentBone::GetTooltipText() const { return LOCTEXT("AnimGraphNode_CopyParentBone_Tooltip", "Copy parent bone's transform to this component's root. Their names must be same"); } FText UAnimGraphNode_CopyParentBone::GetNodeTitle(ENodeTitleType::Type TitleType) const { return LOCTEXT("AnimGraphNode_CopyParentBone_Title", "Copy Parent Bone"); } FText UAnimGraphNode_CopyParentBone::GetControllerDescription() const { return LOCTEXT("CopyParentBone", "Copy Parent Bone"); } #undef LOCTEXT_NAMESPACE
参考内容
创建自定义动画节点
https://www.unrealengine.com/zh-CN/blog/creating-custom-animation-nodes
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