configure-animation
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ChineseAnimation setup
动画设置
Use the skill first. Never guess clip or joint names.
inspect-glb首先使用技能。切勿猜测片段或关节名称。
inspect-glbChoose the smallest playback model
选择最小化的播放模型
- Use the selected authoring surface's simple playback path for a single clip.
- Use an for locomotion blending, transitions, or event-driven actions.
AnimStateGraph - Adapt the official animation examples with the skill instead of writing a state graph from memory.
find-examples
- 对于单个片段,使用所选创作界面的简单播放路径。
- 对于移动混合、过渡或事件驱动动作,使用。
AnimStateGraph - 使用技能参考官方动画示例进行适配,而非凭记忆编写状态图。
find-examples
Keep blend inputs valid
保持混合输入有效
Clamp every 1D blend parameter to the first and last child points before updating it. PlayCanvas
does not clamp values outside that span: every child can receive zero weight and synchronized clips
can receive non-finite speeds, freezing the pose. Exercise the first, interior, and last blend
points with real gameplay input.
在更新每个1D混合参数之前,将其限制在第一个和最后一个子节点的范围内。PlayCanvas不会限制该范围外的值:每个子节点可能获得零权重,同步片段可能获得非有限速度,导致姿态冻结。使用真实游戏输入测试第一个、中间和最后一个混合点。
Retarget only compatible rigs
仅重定向兼容的骨骼绑定
For each source entry, remove its final , , , or
suffix and match the remaining path against the destination's . The top-level
model root may differ; the remaining parent chain must match. Equal joint counts or similar bone
names are insufficient. Confirm the result in the running app as the skill
describes; frozen, partial, or exploded motion means the rigs are incompatible.
animationTargets.translation.rotation.scale.weightsnodePathsapply-conventions对于每个源条目,移除其最后的、、或后缀,将剩余路径与目标的进行匹配。顶层模型根节点可能不同;但剩余的父链必须匹配。仅关节数量相同或骨骼名称相似并不足够。按照技能的描述在运行应用中确认结果;若出现冻结、部分运动或骨骼炸开的情况,说明骨骼绑定不兼容。
animationTargets.translation.rotation.scale.weightsnodePathsapply-conventionsProve playback
验证播放效果
An assigned clip, active state, or advancing state time does not prove that the skeleton is moving.
For clips expected to move, sample the local position or rotation of two non-root joints over
several rendered frames. Require a finite animation speed, active-state time, and progress, and
confirm pose changes at idle and at both ends of each blend tree. Zero joint motion indicates a
binding, playback, or blend-weight failure even when reported state names look correct.
已分配的片段、激活状态或递增的状态时间并不足以证明骨骼正在运动。对于预期会产生运动的片段,在多个渲染帧中采样两个非根关节的局部位置或旋转。要求动画速度有限、状态时间激活且有进度,并确认空闲状态以及每个混合树两端的姿态变化。即使报告的状态名称看起来正确,关节无运动也表明存在绑定、播放或混合权重失败的问题。
Diagnose failures
诊断故障
- A T-pose usually means no clip was assigned, target paths differ, or animation is attached outside the rendered hierarchy.
- Put scale on a model wrapper, not skinned bones.
- Match playback rate to real movement speed when visible foot sliding matters.
Read exactly one reference matching the code being edited:
direct Engine, React, or
Web Components. Choose from imports and markup, not installed
dependencies alone.
- T姿态通常意味着未分配片段、目标路径不同,或动画附加到了渲染层级结构之外。
- 将缩放设置在模型包装器上,而非蒙皮骨骼上。
- 当可见的脚部滑动问题很重要时,将播放速率与实际移动速度匹配。
阅读恰好一份与正在编辑的代码匹配的参考文档:直接引擎、React或Web Components。从导入和标记中选择,而非仅依赖已安装的依赖项。