HarmonicMotion

最終更新: 2020年1月30日

概述

HarmonicMotion是一种定期重复指定参数值的功能。
它主要用于呼吸等不断动作的事物。
单击 此处 了解如何设置HarmonicMotion。

Cubism SDK for Unity中的HarmonicMotion包含两个元素。

  1. 用于指定要动作的参数的组件
  2. 操作各参数值的组件

1. 用于指定要动作的参数的组件

使用CubismHarmonicMotionParameter指定用于HarmonicMotion的参数。

CubismHarmonicMotionParameter是一个继承MonoBehaviour的组件,
它通过附加到置入[Prefab根]/Parameters/下的GameObject来使用。
这将使与附加GameObject具有相同ID的参数值定期动作。

CubismHarmonicMotionParameter有5个设置项目。

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/// <summary>
/// Timescale channel.
/// </summary>
[SerializeField]
public int Channel;
/// <summary>
/// Motion direction.
/// </summary>
[SerializeField]
public CubismHarmonicMotionDirection Direction;
/// <summary>
/// Normalized origin of motion.
/// </summary>
/// <remarks>
/// The actual origin used for evaluating the motion depends limits of the <see cref="CubismParameter"/>.
/// </remarks>
[SerializeField, Range(0f, 1f)]
public float NormalizedOrigin = 0.5f;
/// <summary>
/// Normalized range of motion.
/// </summary>
/// <remarks>
/// The actual origin used for evaluating the motion depends limits of the <see cref="CubismParameter"/>.
/// </remarks>
[SerializeField, Range(0f, 1f)]
public float NormalizedRange = 0.5f;
/// <summary>
/// Duration of one motion cycle in seconds.
/// </summary>
[SerializeField, Range(0.01f, 10f)]
public float Duration = 3f;
/// <summary> /// Timescale channel. /// </summary> [SerializeField] public int Channel; /// <summary> /// Motion direction. /// </summary> [SerializeField] public CubismHarmonicMotionDirection Direction; /// <summary> /// Normalized origin of motion. /// </summary> /// <remarks> /// The actual origin used for evaluating the motion depends limits of the <see cref="CubismParameter"/>. /// </remarks> [SerializeField, Range(0f, 1f)] public float NormalizedOrigin = 0.5f; /// <summary> /// Normalized range of motion. /// </summary> /// <remarks> /// The actual origin used for evaluating the motion depends limits of the <see cref="CubismParameter"/>. /// </remarks> [SerializeField, Range(0f, 1f)] public float NormalizedRange = 0.5f; /// <summary> /// Duration of one motion cycle in seconds. /// </summary> [SerializeField, Range(0.01f, 10f)] public float Duration = 3f;
        /// <summary>
        /// Timescale channel.
        /// </summary>
        [SerializeField]
        public int Channel;

        /// <summary>
        /// Motion direction.
        /// </summary>
        [SerializeField]
        public CubismHarmonicMotionDirection Direction;

        /// <summary>
        /// Normalized origin of motion.
        /// </summary>
        /// <remarks>
        /// The actual origin used for evaluating the motion depends limits of the <see cref="CubismParameter"/>.
        /// </remarks>
        [SerializeField, Range(0f, 1f)]
        public float NormalizedOrigin = 0.5f;

        /// <summary>
        /// Normalized range of motion.
        /// </summary>
        /// <remarks>
        /// The actual origin used for evaluating the motion depends limits of the <see cref="CubismParameter"/>.
        /// </remarks>
        [SerializeField, Range(0f, 1f)]
        public float NormalizedRange = 0.5f;

        /// <summary>
        /// Duration of one motion cycle in seconds.
        /// </summary>
        [SerializeField, Range(0.01f, 10f)]
        public float Duration = 3f;
  • Channel

指定在CubismHarmonicMotionController中设置的正弦波周期的倍率。
在HarmonicMotion中,您可以为一个模型设置多个周期,且可以在CubismHarmonicMotionController中设置它们。
在此处设置CubismHarmonicMotionController.ChannelTimescales的索引。

  • Direction

以参数的中心为基准,设置周期动作的范围。
有以下三个设置项目。

– Left : 它仅在参数中心的左半部分动作。
– Right:它仅在参数中心的右半部分动作。 
– Centric:它在参数全体动作。 

  • NormalizedOrigin

在Direction中设置要用作基准的参数中心。
以该参数最小值为0、最大值为1时的值为中心进行设置。

  • NormalizedRange

设置使值从NormalizedOrigin中设置的值的中心动作的幅度。
设置该参数最小值为0、最大值为1时,从中心移动的距离。
该值只能设置在NormalizedOrigin设置的中心位置到参数的最小值或最大值的范围内。

  • Duration

调整参数周期。

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/// <summary>
/// Evaluates the parameter.
/// </summary>
/// <returns>Parameter value.</returns>
internal float Evaluate()
{
// Lazily initialize.
if (!IsInitialized)
{
Initialize();
}
// Restore origin and range.
var origin = MinimumValue + (NormalizedOrigin * ValueRange);
var range = NormalizedRange * ValueRange;
// Clamp the range so that it stays within the limits.
Clamp(ref origin, ref range);
// Return result.
return origin + (range * Mathf.Sin(T * (2 * Mathf.PI) / Duration));
}
/// <summary>
/// Clamp origin and range based on <see cref="Direction"/>.
/// </summary>
/// <param name="origin">Origin to clamp.</param>
/// <param name="range">Range to clamp.</param>
private void Clamp(ref float origin, ref float range)
{
switch (Direction)
{
case CubismHarmonicMotionDirection.Left:
{
if ((origin - range) >= MinimumValue)
{
range /= 2;
origin -= range;
}
else
{
range = (origin - MinimumValue) / 2f;
origin = MinimumValue + range;
NormalizedRange = (range * 2f)/ValueRange;
}
break;
}
case CubismHarmonicMotionDirection.Right:
{
if ((origin + range) <= MaximumValue)
{
range /= 2f;
origin += range;
}
else
{
range = (MaximumValue - origin) / 2f;
origin = MaximumValue - range;
NormalizedRange = (range * 2f)/ValueRange;
}
break;
}
default:
{
break;
}
}
// Clamp both range and NormalizedRange.
if ((origin - range) < MinimumValue)
{
range = origin - MinimumValue;
NormalizedRange = range / ValueRange;
}
else if ((origin + range) > MaximumValue)
{
range = MaximumValue - origin;
NormalizedRange = range / ValueRange;
}
}
/// <summary> /// Evaluates the parameter. /// </summary> /// <returns>Parameter value.</returns> internal float Evaluate() { // Lazily initialize. if (!IsInitialized) { Initialize(); } // Restore origin and range. var origin = MinimumValue + (NormalizedOrigin * ValueRange); var range = NormalizedRange * ValueRange; // Clamp the range so that it stays within the limits. Clamp(ref origin, ref range); // Return result. return origin + (range * Mathf.Sin(T * (2 * Mathf.PI) / Duration)); } /// <summary> /// Clamp origin and range based on <see cref="Direction"/>. /// </summary> /// <param name="origin">Origin to clamp.</param> /// <param name="range">Range to clamp.</param> private void Clamp(ref float origin, ref float range) { switch (Direction) { case CubismHarmonicMotionDirection.Left: { if ((origin - range) >= MinimumValue) { range /= 2; origin -= range; } else { range = (origin - MinimumValue) / 2f; origin = MinimumValue + range; NormalizedRange = (range * 2f)/ValueRange; } break; } case CubismHarmonicMotionDirection.Right: { if ((origin + range) <= MaximumValue) { range /= 2f; origin += range; } else { range = (MaximumValue - origin) / 2f; origin = MaximumValue - range; NormalizedRange = (range * 2f)/ValueRange; } break; } default: { break; } } // Clamp both range and NormalizedRange. if ((origin - range) < MinimumValue) { range = origin - MinimumValue; NormalizedRange = range / ValueRange; } else if ((origin + range) > MaximumValue) { range = MaximumValue - origin; NormalizedRange = range / ValueRange; } }
        /// <summary>
        /// Evaluates the parameter.
        /// </summary>
        /// <returns>Parameter value.</returns>
        internal float Evaluate()
        {
            // Lazily initialize.
            if (!IsInitialized)
            {
                Initialize();
            }


            // Restore origin and range.
            var origin = MinimumValue + (NormalizedOrigin * ValueRange);
            var range  = NormalizedRange * ValueRange;


            // Clamp the range so that it stays within the limits.
            Clamp(ref origin, ref range);


            // Return result.
            return origin + (range * Mathf.Sin(T * (2 * Mathf.PI) / Duration));
        }

        /// <summary>
        /// Clamp origin and range based on <see cref="Direction"/>.
        /// </summary>
        /// <param name="origin">Origin to clamp.</param>
        /// <param name="range">Range to clamp.</param>
        private void Clamp(ref float origin, ref float range)
        {
            switch (Direction)
            {
                case CubismHarmonicMotionDirection.Left:
                {
                    if ((origin - range) >= MinimumValue)
                    {
                        range /= 2;
                        origin -= range;
                    }
                    else
                    {
                        range           = (origin - MinimumValue) / 2f;
                        origin          = MinimumValue + range;
                        NormalizedRange = (range * 2f)/ValueRange;
                    }


                    break;
                }
                case CubismHarmonicMotionDirection.Right:
                {
                    if ((origin + range) <= MaximumValue)
                    {
                        range  /= 2f;
                        origin += range;
                    }
                    else
                    {
                        range           = (MaximumValue - origin) / 2f;
                        origin          = MaximumValue - range;
                        NormalizedRange = (range * 2f)/ValueRange;
                    }


                    break;
                }
                default:
                {
                    break;
                }
            }


            // Clamp both range and NormalizedRange.
            if ((origin - range) < MinimumValue)
            {
                range           = origin - MinimumValue;
                NormalizedRange = range / ValueRange;
            }
            else if ((origin + range) > MaximumValue)
            {
                range           = MaximumValue - origin;
                NormalizedRange = range / ValueRange;
            }
        }

此外,CubismHarmonicMotionParameter也被用作CubismHarmonicMotionController获取参考目标的标记。

2. 操作各参数值的组件

使用CubismHarmonicMotionController将打开/关闭值应用于各参数。
这是一个继承自MonoBehaviour的组件,使用时会附加到Cubism的Prefab的根。

获取在原始化时附加到Prefab的所有CubismHarmonicMotionParameter的参考。
如果在执行过程中追加/删除周期性运行值的参数,将调用CubismHarmonicMotionController.Refresh()再次获取参考。

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/// <summary>
/// Refreshes the controller. Call this method after adding and/or removing <see cref="CubismHarmonicMotionParameter"/>.
/// </summary>
public void Refresh()
{
var model = this.FindCubismModel();
// Catch sources and destinations.
Sources = model
.Parameters
.GetComponentsMany<CubismHarmonicMotionParameter>();
Destinations = new CubismParameter[Sources.Length];
for (var i = 0; i < Sources.Length; ++i)
{
Destinations[i] = Sources[i].GetComponent<CubismParameter>();
}
// Get cubism update controller.
HasUpdateController = (GetComponent<CubismUpdateController>() != null);
}
...
/// <summary>
/// Called by Unity. Makes sure cache is initialized.
/// </summary>
private void Start()
{
// Initialize cache.
Refresh();
}
/// <summary> /// Refreshes the controller. Call this method after adding and/or removing <see cref="CubismHarmonicMotionParameter"/>. /// </summary> public void Refresh() { var model = this.FindCubismModel(); // Catch sources and destinations. Sources = model .Parameters .GetComponentsMany<CubismHarmonicMotionParameter>(); Destinations = new CubismParameter[Sources.Length]; for (var i = 0; i < Sources.Length; ++i) { Destinations[i] = Sources[i].GetComponent<CubismParameter>(); } // Get cubism update controller. HasUpdateController = (GetComponent<CubismUpdateController>() != null); } ... /// <summary> /// Called by Unity. Makes sure cache is initialized. /// </summary> private void Start() { // Initialize cache. Refresh(); }
        /// <summary>
        /// Refreshes the controller. Call this method after adding and/or removing <see cref="CubismHarmonicMotionParameter"/>.
        /// </summary>
        public void Refresh()
        {
            var model = this.FindCubismModel();


            // Catch sources and destinations.
            Sources = model
                .Parameters
                .GetComponentsMany<CubismHarmonicMotionParameter>();
            Destinations = new CubismParameter[Sources.Length];


            for (var i = 0; i < Sources.Length; ++i)
            {
                Destinations[i] = Sources[i].GetComponent<CubismParameter>();
            }

            // Get cubism update controller.
            HasUpdateController = (GetComponent<CubismUpdateController>() != null);
        }

        ...
        
        /// <summary>
        /// Called by Unity. Makes sure cache is initialized.
        /// </summary>
        private void Start()
        {
            // Initialize cache.
            Refresh();
        }

CubismHarmonicMotionController在每帧的LateUpdate()时,应用为CubismHarmonicMotionParameter标记的参数计算的值。

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/// <summary>
/// Called by Unity. Makes sure cache is initialized.
/// </summary>
private void Start()
{
// Initialize cache.
Refresh();
}
/// <summary> /// Called by Unity. Makes sure cache is initialized. /// </summary> private void Start() { // Initialize cache. Refresh(); }
        /// <summary>
        /// Called by Unity. Makes sure cache is initialized.
        /// </summary>
        private void Start()
        {
            // Initialize cache.
            Refresh();
        }

CubismHarmonicMotionController有两个设置项目。

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/// <summary>
/// Blend mode.
/// </summary>
[SerializeField]
public CubismParameterBlendMode BlendMode = CubismParameterBlendMode.Additive;
/// <summary>
/// The timescales for each channel.
/// </summary>
[SerializeField]
public float[] ChannelTimescales;
/// <summary> /// Blend mode. /// </summary> [SerializeField] public CubismParameterBlendMode BlendMode = CubismParameterBlendMode.Additive; /// <summary> /// The timescales for each channel. /// </summary> [SerializeField] public float[] ChannelTimescales;
        /// <summary>
        /// Blend mode.
        /// </summary>
        [SerializeField]
        public CubismParameterBlendMode BlendMode = CubismParameterBlendMode.Additive;


        /// <summary>
        /// The timescales for each channel.
        /// </summary>
        [SerializeField]
        public float[] ChannelTimescales;
  • BlendMode

用于将值应用于到参数的混合模式。
可以设置以下三个值。

– Override:覆盖当前值。 
– Additive:加算到当前值。 
– Multiply : 正片叠底当前值。

  • ChannelTimescales

设置正弦波的周期。
您可以设置多个周期。

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