animation

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English
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Translation

Chinese

Animation

动画

Game-ready motion with clean keyframes. Readable silhouettes in motion. Engine-compatible export.
适用于游戏的动画,动作干净利落,关键帧清晰。运动中的轮廓易于辨识。可导出至兼容引擎。

When to Use

适用场景

  • Character locomotion (walk, run, idle)
  • Combat animations
  • Mechanical/prop animation
  • Camera animation
  • Object animation with constraints
  • 角色移动动画(行走、奔跑、待机)
  • 战斗动画
  • 机械或道具动画
  • 摄像机动画
  • 带约束的对象动画

Workflow

工作流

Reference → Blocking → Breakdown → Splining → Polish
    → Cycle Validation → NLA Strip → Export
参考 → Blocking → Breakdown → Splining → 精修
    → 循环验证 → NLA Strip → 导出

Locomotion Cycles

移动循环

CycleKey PosesFrames (30fps)
WalkContact, Down, Pass, Up × 224–32
RunContact, Drive, Flight, Recovery16–24
IdleBreathe, weight shift, blink60–120 loop
Naming:
AN_[Char]_[Action]_[Variant]
循环关键姿势帧数(30fps)
WalkContact、Down、Pass、Up × 224–32
RunContact、Drive、Flight、Recovery16–24
IdleBreathe、weight shift、blink60–120 loop
命名规范:
AN_[Char]_[Action]_[Variant]

Animation Principles (Applied)

动画原则(实际应用)

  1. Timing — Weight through spacing
  2. Arcs — Natural limb paths
  3. Overlap — Secondary motion offset
  4. Anticipation — Wind-up before action
  5. Exaggeration — Style-dependent (see style skills)
  1. Timing — 通过间距体现重量感
  2. Arcs — 自然的肢体运动路径
  3. Overlap — 次级动作产生时间错位
  4. Anticipation — 动作开始前的蓄势
  5. Exaggeration — 取决于风格(参见风格相关 skill)

Mechanical Animation

机械动画

  • Use constraints over bone deformation
  • Hinge: Limit Rotation constraint
  • Pistons: Stretch-to or Copy Location
  • Gears: Driver for synchronized rotation
  • Doors: Empty pivot + rotation keyframes
  • 优先使用 constraints,而非骨骼变形
  • 铰链:Limit Rotation constraint
  • 活塞:Stretch-to 或 Copy Location
  • 齿轮:使用 Driver 实现同步旋转
  • 门:Empty pivot + 旋转关键帧

Graph Editor Workflow

Graph Editor 工作流

1. Block stepped keys (Constant interpolation)
2. Splining: Bezier with auto handles
3. Ease: Weighted handles for acceleration
4. Cycle: Copy first/last frame; verify loop seam
5. Clean: Remove redundant keys
1. 以 stepped 模式设置关键帧(Constant interpolation)
2. Splining:使用带自动手柄的 Bezier
3. 缓动:使用加权手柄实现加速
4. 循环:复制首帧和尾帧;检查循环接缝
5. 清理:删除冗余关键帧

NLA for Game Export

面向游戏导出的 NLA 工作流

1. Action created and named per convention
2. Push down to NLA strip
3. Strip set to Repeat for cycles
4. Single strip active for export
5. Scale: 1.0; no NLA time remapping unless intentional
1. 按命名规范创建并命名 Action
2. 推入 NLA strip
3. 对循环动画将 Strip 设为 Repeat
4. 导出时仅启用一个 Strip
5. Scale 设为 1.0;除非有意为之,否则不要重映射 NLA 时间

Camera Animation

摄像机动画

  • Smooth Bezier interpolation always
  • Avoid sudden direction changes
  • Match focal length to subject scale
  • Camera shake: noise modifier on location (subtle)
  • 始终使用平滑的 Bezier 插值
  • 避免突然改变方向
  • 根据主体尺度匹配焦距
  • 摄像机抖动:在 location 上使用 noise modifier(效果应细微)

MCP Integration

MCP 集成

  1. Insert keyframes via MCP if supported
  2. Query action names and frame ranges
  3. Validate bone/object animation data exists pre-export
  4. Set frame range via MCP
  5. Export animation with rig via export-pipeline
  1. 如果支持,通过 MCP 插入关键帧
  2. 查询 Action 名称和帧范围
  3. 导出前验证骨骼或对象动画数据是否存在
  4. 通过 MCP 设置帧范围
  5. 通过 export-pipeline 导出包含 rig 的动画

Game-Ready Requirements

游戏就绪要求

  • Root motion decision documented (in-place vs root motion)
  • Loop seam invisible (walk/idle/run)
  • No bone scale keyframes (engine issues)
  • Animation length matches engine state machine
  • Facial animation on separate action layer if needed
  • Frame rate: 30fps default (confirm project spec)
  • 记录 Root motion 决策(原地动画还是 root motion)
  • 循环接缝不可见(Walk、Idle、Run)
  • 不使用骨骼 Scale 关键帧(可能导致引擎问题)
  • 动画长度与引擎状态机匹配
  • 如有需要,面部动画放在单独的 Action 层
  • 帧率:默认 30fps(确认项目规范)

Constraints

约束

MUST DO

必须做到

  • Reference video for locomotion
  • Block in stepped mode before splining
  • Name actions
    AN_
    prefix
  • Test cycle loop before export
  • Match animation style to art direction
  • 为 locomotion 提供参考视频
  • Splining 前先在 stepped 模式下完成 Blocking
  • Action 名称使用
    AN_
    前缀
  • 导出前测试循环
  • 动画风格与艺术指导保持一致

MUST NOT DO

禁止事项

  • Linear interpolation on organic motion
  • Scale keyframes on rig bones
  • Over-animate idle (subtle is better)
  • Export without action assigned to NLA
  • Skip root motion documentation
  • 对有机动作使用 Linear interpolation
  • 在 rig 骨骼上设置 Scale 关键帧
  • Idle 动画过度(细微效果更佳)
  • 未将 Action 指定到 NLA 就导出
  • 跳过 root motion 文档记录

Reference Guide

参考指南

TopicReferenceLoad When
Walk cycle breakdown
references/walk-cycle.md
Locomotion
Combat timing
references/combat-animation.md
Action games
主题参考资料加载时机
Walk cycle breakdown
references/walk-cycle.md
Locomotion
Combat timing
references/combat-animation.md
Action games