官方重制版给怪物添加跑步动画的方法
给怪物添加跑步动作的原因是啥,重制版的怪物ai很少有能够自动跟随角色的ai,比如我想做一个召唤骷髅弓箭手,我用原版的弓箭手ai做出来的己方召唤物,是不会跟随角色的,只会呆呆在原地
那么我必须要用到能够跟随角色的ai,例如影子大师
可是影子大师有一个特性,他会到处跑动,如果一个怪物没有跑步动画,那么用影子大师的ai就会出现跑步缺动画的问题
重点来了,先检查重制版怪物动画的json文件
找到这个文件

接着看他的头文件
{"dependencies":{"particles":[],"models":[],"skeletons":[],"animations":[{"path":"data/hd/character/enemy/baalcrab/animation/additive_look_left_right.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/additive_look_up_down.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/attack1.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/attack2.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/block.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/cast.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/dead.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/death.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/gethit.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/knockback.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/neutral.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/run.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/skill1.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/skill2.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/skill3.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/skill4.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/walk.animation"}],"textures":[],"physics":[],"json":[],"variantdata":[],"objecteffects":[],"other":[]}
先检查有没有run相关的定义
{"path":"data/hd/character/enemy/baalcrab/animation/run.animation"}
有run,但是实际我们进游戏体验,发现这个怪物是没有跑步动画的
说明{"path":"data/hd/character/enemy/baalcrab/animation/run.animation"}这里定义的跑步动画是空的,无效的
那么我们可以给这个怪物的跑步动画定义成走路walk动画,暂时替代一下也是可以的
接下来看文件后续{"type":"AnimationState","name":"State_Walk","_name":"Walk","audioId":"","loopCount":0,"stateId":2,"modeId":2,"skillIndex":-1,"stepIndex":0,"animationBindings":{"hth":["walk"]},"enterEvents":[],"exitEvents":[]},
{"type":"AnimationState","name":"State_Run","_name":"Run","audioId":"","loopCount":0,"stateId":14,"modeId":15,"skillIndex":-1,"stepIndex":0,"animationBindings":{"hth":["run"]},"enterEvents":[],"exitEvents":[]}
把{"hth":["run"]},"enterEvents":[],"exitEvents":[]}的run改成{"hth":["walk"]},"enterEvents":[],"exitEvents":[]}
{"type":"AnimationTransitionGroup","name":"Run_transitions","from":14,"settings":[{"type":"AnimationTransitionItem","name":"Run_transition_to_Death","crossfadeSeconds":0.2,"to":0},{"type":"AnimationTransitionItem","name":"Run_transition_to_Neutral","crossfadeSeconds":0.2,"to":1},{"type":"AnimationTransitionItem","name":"Run_transition_to_Walk","crossfadeSeconds":0.2,"to":2},{"type":"AnimationTransitionItem","name":"Run_transition_to_GetHit","crossfadeSeconds":0.2,"to":3},{"type":"AnimationTransitionItem","name":"Run_transition_to_Attack1","crossfadeSeconds":0.2,"to":4},{"type":"AnimationTransitionItem","name":"Run_transition_to_Attack16","crossfadeSeconds":0.2,"to":5},{"type":"AnimationTransitionItem","name":"Run_transition_to_Block","crossfadeSeconds":0.2,"to":6},{"type":"AnimationTransitionItem","name":"Run_transition_to_Cast","crossfadeSeconds":0.2,"to":7},{"type":"AnimationTransitionItem","name":"Run_transition_to_Skill1","crossfadeSeconds":0.2,"to":8},{"type":"AnimationTransitionItem","name":"Run_transition_to_Skill16","crossfadeSeconds":0.2,"to":9},{"type":"AnimationTransitionItem","name":"Run_transition_to_Skill17","crossfadeSeconds":0.2,"to":10},{"type":"AnimationTransitionItem","name":"Run_transition_to_Skill18","crossfadeSeconds":0.2,"to":11},{"type":"AnimationTransitionItem","name":"Run_transition_to_Dead","crossfadeSeconds":0.2,"to":12},
{"type":"AnimationTransitionItem","name":"Run_transition_to_Knockback","crossfadeSeconds":0.2,"to":13},{"type":"AnimationTransitionItem","name":"Run_transitions_transition","crossfadeSeconds":0.2,"to":14},{"type":"AnimationTransitionItem","name":"Run_transitions_transition001","crossfadeSeconds":0.2,"to":15},{"type":"AnimationTransitionItem","name":"Run_transitions_transition002","crossfadeSeconds":0.2,"to":16}]},
此处是官方定义好的,如果没有。你需要去抄walk动作的
给怪物添加跑步动作的原因是啥,重制版的怪物ai很少有能够自动跟随角色的ai,比如我想做一个召唤骷髅弓箭手,我用原版的弓箭手ai做出来的己方召唤物,是不会跟随角色的,只会呆呆在原地
那么我必须要用到能够跟随角色的ai,例如影子大师
可是影子大师有一个特性,他会到处跑动,如果一个怪物没有跑步动画,那么用影子大师的ai就会出现跑步缺动画的问题
重点来了,先检查重制版怪物动画的json文件
找到这个文件

接着看他的头文件
{"dependencies":{"particles":[],"models":[],"skeletons":[],"animations":[{"path":"data/hd/character/enemy/baalcrab/animation/additive_look_left_right.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/additive_look_up_down.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/attack1.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/attack2.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/block.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/cast.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/dead.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/death.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/gethit.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/knockback.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/neutral.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/run.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/skill1.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/skill2.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/skill3.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/skill4.animation"},{"path":"data/hd/character/enemy/baalcrab/animation/walk.animation"}],"textures":[],"physics":[],"json":[],"variantdata":[],"objecteffects":[],"other":[]}
先检查有没有run相关的定义
{"path":"data/hd/character/enemy/baalcrab/animation/run.animation"}
有run,但是实际我们进游戏体验,发现这个怪物是没有跑步动画的
说明{"path":"data/hd/character/enemy/baalcrab/animation/run.animation"}这里定义的跑步动画是空的,无效的
那么我们可以给这个怪物的跑步动画定义成走路walk动画,暂时替代一下也是可以的
接下来看文件后续{"type":"AnimationState","name":"State_Walk","_name":"Walk","audioId":"","loopCount":0,"stateId":2,"modeId":2,"skillIndex":-1,"stepIndex":0,"animationBindings":{"hth":["walk"]},"enterEvents":[],"exitEvents":[]},
{"type":"AnimationState","name":"State_Run","_name":"Run","audioId":"","loopCount":0,"stateId":14,"modeId":15,"skillIndex":-1,"stepIndex":0,"animationBindings":{"hth":["run"]},"enterEvents":[],"exitEvents":[]}
把{"hth":["run"]},"enterEvents":[],"exitEvents":[]}的run改成{"hth":["walk"]},"enterEvents":[],"exitEvents":[]}
{"type":"AnimationTransitionGroup","name":"Run_transitions","from":14,"settings":[{"type":"AnimationTransitionItem","name":"Run_transition_to_Death","crossfadeSeconds":0.2,"to":0},{"type":"AnimationTransitionItem","name":"Run_transition_to_Neutral","crossfadeSeconds":0.2,"to":1},{"type":"AnimationTransitionItem","name":"Run_transition_to_Walk","crossfadeSeconds":0.2,"to":2},{"type":"AnimationTransitionItem","name":"Run_transition_to_GetHit","crossfadeSeconds":0.2,"to":3},{"type":"AnimationTransitionItem","name":"Run_transition_to_Attack1","crossfadeSeconds":0.2,"to":4},{"type":"AnimationTransitionItem","name":"Run_transition_to_Attack16","crossfadeSeconds":0.2,"to":5},{"type":"AnimationTransitionItem","name":"Run_transition_to_Block","crossfadeSeconds":0.2,"to":6},{"type":"AnimationTransitionItem","name":"Run_transition_to_Cast","crossfadeSeconds":0.2,"to":7},{"type":"AnimationTransitionItem","name":"Run_transition_to_Skill1","crossfadeSeconds":0.2,"to":8},{"type":"AnimationTransitionItem","name":"Run_transition_to_Skill16","crossfadeSeconds":0.2,"to":9},{"type":"AnimationTransitionItem","name":"Run_transition_to_Skill17","crossfadeSeconds":0.2,"to":10},{"type":"AnimationTransitionItem","name":"Run_transition_to_Skill18","crossfadeSeconds":0.2,"to":11},{"type":"AnimationTransitionItem","name":"Run_transition_to_Dead","crossfadeSeconds":0.2,"to":12},
{"type":"AnimationTransitionItem","name":"Run_transition_to_Knockback","crossfadeSeconds":0.2,"to":13},{"type":"AnimationTransitionItem","name":"Run_transitions_transition","crossfadeSeconds":0.2,"to":14},{"type":"AnimationTransitionItem","name":"Run_transitions_transition001","crossfadeSeconds":0.2,"to":15},{"type":"AnimationTransitionItem","name":"Run_transitions_transition002","crossfadeSeconds":0.2,"to":16}]},
此处是官方定义好的,如果没有。你需要去抄walk动作的
AnonTokyo









