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  • AnimationClip压缩-动画文件压缩

    动画压缩方法
    一、常用方法
    1. Rig->Animation Type:改为Generic
    2. Animations->Anim.Compression:Optimal
    二、高级方法
    1. 去掉AnimationClip中的无效曲线:例如ScaleCurve
    using UnityEngine;
    using UnityEditor;
    using System.Collections.Generic;

    public class RemoveCurve : AssetPostprocessor
    {

    void OnPostprocessModel(GameObject g)
    {
    Apply(g);
    }

    void Apply(GameObject g)
    {
    List<AnimationClip> animationClipList = new List<AnimationClip>(AnimationUtility.GetAnimationClips(g));
    if (animationClipList.Count == 0)
    {
    AnimationClip[] objectList = UnityEngine.Object.FindObjectsOfType(typeof(AnimationClip)) as AnimationClip[];
    animationClipList.AddRange(objectList);
    }

    foreach (AnimationClip theAnimation in animationClipList)
    {
    foreach (EditorCurveBinding theCurveBinding in AnimationUtility.GetCurveBindings(theAnimation))
    {
    string name = theCurveBinding.propertyName.ToLower();
    if (name.Contains("scale"))
    {
    AnimationUtility.SetEditorCurve(theAnimation, theCurveBinding, null);
    }
    }
    }
    }
    }

    2. 压缩AnimationClip文件float的精度

    public static bool CompressAnimationClip(Object o)
    {
    string animationPath = AssetDatabase.GetAssetPath(o);
    try
    {
    //AnimationClip clip = GameObject.Instantiate(o) as AnimationClip;
    AnimationClip clip = o as AnimationClip;
    AnimationClipCurveData[] curves = null;
    curves = AnimationUtility.GetAllCurves(clip);
    Keyframe key;
    Keyframe[] keyFrames;
    for (int ii = 0; ii < curves.Length; ++ii)
    {
    AnimationClipCurveData curveDate = curves[ii];
    if (curveDate.curve == null || curveDate.curve.keys == null)
    {
    //Debug.LogWarning(string.Format("AnimationClipCurveData {0} don't have curve; Animation name {1} ", curveDate, animationPath));
    continue;
    }
    keyFrames = curveDate.curve.keys;
    for (int i = 0; i < keyFrames.Length; i++)
    {
    key = keyFrames[i];
    key.value = float.Parse(key.value.ToString("f3"));
    key.inTangent = float.Parse(key.inTangent.ToString("f3"));
    key.outTangent = float.Parse(key.outTangent.ToString("f3"));
    keyFrames[i] = key;
    }
    curveDate.curve.keys = keyFrames;
    clip.SetCurve(curveDate.path, curveDate.type, curveDate.propertyName, curveDate.curve);
    }
    //AssetDatabase.CreateAsset(clip, animationPath);
    Debug.Log(string.Format(" CompressAnimationClip {0} Success !!!", animationPath));
    return true;
    }
    catch(Exception e)
    {
    Debug.LogError(string.Format("CompressAnimationClip Failed !!! animationPath : {0} error: {1}", animationPath, e));
    return false;
    }
    }

    3. 简化骨骼名字
    unity的动画数据存储的时候按每个骨骼节点的轨道拆分存储的,每个骨骼存储的是从根节点到这个骨骼节点的hierarchy路径,字符串的,骨骼多了之后这部分字符串不少。如果把所有骨骼名字都简化,这里可以省不少内存

    ————————————————
    版权声明:本文为CSDN博主「石圣」的原创文章,遵循 CC 4.0 BY-SA 版权协议,转载请附上原文出处链接及本声明。
    原文链接:https://blog.csdn.net/alexander_xfl/article/details/66975570

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  • 原文地址:https://www.cnblogs.com/yptianma/p/11806287.html
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