组件功能

把3D角色的动画录制成PNG一帧一帧输出,这是一个件多么美好的事!

可能遇到问题

有可能当你新建完脚本时会出现下面的错误:

`System.IO.File' does not contain a definition for `WriteAllBytes'

解决办法:切换当前的Platform为其它平台(WINDOWS)

3D模型和导出的png

使用方法

新建一个空的GameObject,附加上此脚本,配置好参数,按Play,会自动完成,可以到Project Path/Folder 目录下找到输出的文件

AnimationToPNG源码

CSharp - AnimationToPNG.cs

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO; /*
The MIT License (MIT) Copyright (c) 2014 Brad Nelson and Play-Em Inc. Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/ // AnimationToPNG is based on Twinfox and bitbutter's Render Particle to Animated Texture Scripts,
// this script will render out an animation that is played when "Play" is pressed in the editor. /*
Basically this is a script you can attach to any gameobject in the scene. If you have Unity Pro, you can use Render Textures, which can accurately
render the transparent background for your animations easily in full resolution
of the camera. The script will autodetect if you have Unity Pro and use
Render Textures automatically. If you are using Unity Free, then the screen will have a split area using
half of the screen width to render the animations. You can change the "animationName" to a string of your choice for a
prefix for the output file names, if it is left empty then no filename
will be added. The destination folder is relative to the Project Folder root, so you
can change the string to a folder name of your choice and it will be
created. If it already exists, it will simply create a new folder with a
number incremented as to how many of those named folders exist. Choose how many frames per second the animation will run by changing the
"frameRate" variable, and how many frames of the animation you wish to
capture by changing the "framesToCapture" variable. Once "Play" is pressed in the Unity Editor, it should output all the
animation frames to PNGs output in the folder you have chosen, and will
stop capturing after the number of frames you wish to capture is
completed.
*/ public class AnimationToPNG : MonoBehaviour
{ // Animation Name to be the prefix for the output filenames
public string animationName = ""; // Default folder name where you want the animations to be output
public string folder = "PNG_Animations"; // Framerate at which you want to play the animation
public int frameRate = 25; // How many frames you want to capture during the animation
public int framesToCapture = 25; // White Camera
private Camera whiteCam; // Black Camera
private Camera blackCam; // Pixels to World Unit size
public float pixelsToWorldUnit = 74.48275862068966f; // If you have Unity Pro you can use a RenderTexture which will render the full camera width, otherwise it will only render half
private bool useRenderTexture = false; private int videoframe = 0; // how many frames we've rendered private float originaltimescaleTime; // track the original time scale so we can freeze the animation between frames private string realFolder = ""; // real folder where the output files will be private bool done = false; // is the capturing finished? private bool readyToCapture = false; // Make sure all the camera setup is complete before capturing private float cameraSize; // Size of the orthographic camera established from the current screen resolution and the pixels to world unit private Texture2D texb; // black camera texture private Texture2D texw; // white camera texture private Texture2D outputtex; // final output texture private RenderTexture blackCamRenderTexture; // black camera render texure private RenderTexture whiteCamRenderTexture; // white camera render texure public void Start()
{
useRenderTexture = Application.HasProLicense(); // Set the playback framerate!
// (real time doesn't influence time anymore)
Time.captureFramerate = frameRate; // Create a folder that doesn't exist yet. Append number if necessary.
realFolder = folder;
int count = 1;
while (Directory.Exists(realFolder))
{
realFolder = folder + count;
count++;
}
// Create the folder
Directory.CreateDirectory(realFolder); originaltimescaleTime = Time.timeScale; // Force orthographic camera to render out sprites per pixel size designated by pixels to world unit
cameraSize = Screen.width / (((Screen.width / Screen.height) * 2) * pixelsToWorldUnit); GameObject bc = new GameObject("Black Camera");
bc.transform.localPosition = new Vector3(0, 0, -1);
blackCam = bc.AddComponent<Camera>();
blackCam.backgroundColor = Color.black;
blackCam.orthographic = true;
blackCam.orthographicSize = cameraSize;
blackCam.tag = "MainCamera"; GameObject wc = new GameObject("White Camera");
wc.transform.localPosition = new Vector3(0, 0, -1);
whiteCam = wc.AddComponent<Camera>();
whiteCam.backgroundColor = Color.white;
whiteCam.orthographic = true;
whiteCam.orthographicSize = cameraSize; // If not using a Render Texture then set the cameras to split the screen to ensure we have an accurate image with alpha
if (!useRenderTexture)
{
// Change the camera rects to have split on screen to capture the animation properly
blackCam.rect = new Rect(0.0f, 0.0f, 0.5f, 1.0f); whiteCam.rect = new Rect(0.5f, 0.0f, 0.5f, 1.0f);
}
// Cameras are set ready to capture!
readyToCapture = true;
} void Update()
{
// If the capturing is not done and the cameras are set, then Capture the animation
if (!done && readyToCapture)
{
StartCoroutine(Capture());
}
} void LateUpdate()
{
// When we are all done capturing, clean up all the textures and RenderTextures from the scene
if (done)
{
DestroyImmediate(texb);
DestroyImmediate(texw);
DestroyImmediate(outputtex); if (useRenderTexture)
{
//Clean Up
whiteCam.targetTexture = null;
RenderTexture.active = null;
DestroyImmediate(whiteCamRenderTexture); blackCam.targetTexture = null;
RenderTexture.active = null;
DestroyImmediate(blackCamRenderTexture);
}
}
} IEnumerator Capture()
{
if (videoframe < framesToCapture)
{
// name is "realFolder/animationName0000.png"
// string name = realFolder + "/" + animationName + Time.frameCount.ToString("0000") + ".png";
string filename = String.Format("{0}/" + animationName + "{1:D04}.png", realFolder, Time.frameCount); // Stop time
Time.timeScale = 0;
// Yield to next frame and then start the rendering
yield return new WaitForEndOfFrame(); // If we are using a render texture to make the animation frames then set up the camera render textures
if (useRenderTexture)
{
//Initialize and render textures
blackCamRenderTexture = new RenderTexture(Screen.width, Screen.height, 24, RenderTextureFormat.ARGB32);
whiteCamRenderTexture = new RenderTexture(Screen.width, Screen.height, 24, RenderTextureFormat.ARGB32); blackCam.targetTexture = blackCamRenderTexture;
blackCam.Render();
RenderTexture.active = blackCamRenderTexture;
texb = GetTex2D(true); //Now do it for Alpha Camera
whiteCam.targetTexture = whiteCamRenderTexture;
whiteCam.Render();
RenderTexture.active = whiteCamRenderTexture;
texw = GetTex2D(true);
}
// If not using render textures then simply get the images from both cameras
else
{
// store 'black background' image
texb = GetTex2D(true); // store 'white background' image
texw = GetTex2D(false);
} // If we have both textures then create final output texture
if (texw && texb)
{ int width = Screen.width;
int height = Screen.height; // If we are not using a render texture then the width will only be half the screen
if (!useRenderTexture)
{
width = width / 2;
}
outputtex = new Texture2D(width, height, TextureFormat.ARGB32, false); // Create Alpha from the difference between black and white camera renders
for (int y = 0; y < outputtex.height; ++y)
{ // each row
for (int x = 0; x < outputtex.width; ++x)
{ // each column
float alpha;
if (useRenderTexture)
{
alpha = texw.GetPixel(x, y).r - texb.GetPixel(x, y).r;
}
else
{
alpha = texb.GetPixel(x + width, y).r - texb.GetPixel(x, y).r;
}
alpha = 1.0f - alpha;
Color color;
if (alpha == 0)
{
color = Color.clear;
}
else
{
color = texb.GetPixel(x, y) / alpha;
}
color.a = alpha;
outputtex.SetPixel(x, y, color);
}
} // Encode the resulting output texture to a byte array then write to the file
byte[] pngShot = outputtex.EncodeToPNG();
File.WriteAllBytes(filename, pngShot);
print(filename+" "); // Reset the time scale, then move on to the next frame.
Time.timeScale = originaltimescaleTime;
videoframe++;
} // Debug.Log("Frame " + name + " " + videoframe);
}
else
{
Debug.Log("Complete! " + videoframe + " videoframes rendered (0 indexed)");
done = true;
}
} // Get the texture from the screen, render all or only half of the camera
private Texture2D GetTex2D(bool renderAll)
{
// Create a texture the size of the screen, RGB24 format
int width = Screen.width;
int height = Screen.height;
if (!renderAll)
{
width = width / 2;
} Texture2D tex = new Texture2D(width, height, TextureFormat.ARGB32, false);
// Read screen contents into the texture
tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
tex.Apply();
return tex;
}
}

WIKI资料

http://wiki.unity3d.com/index.php/AnimationToPNG

Unity-WIKI 之 AnimationToPNG的更多相关文章

  1. 基于Unity有限状态机框架

    这个框架是Unity wiki上的框架.网址:http://wiki.unity3d.com/index.php/Finite_State_Machine 这就相当于是“模板”吧,自己写的代码,写啥都 ...

  2. Unity 相关经典博客资源总结(持续更新)

    就作为一个记录吧,把平时看过的Unity相关的一些好的Blog记录并分享. 好的论坛: Unity官方脚本  点评:这个不用说了,最核心的内容,理解整个Unity引擎的方方面面,梳理结构. Unity ...

  3. 【Unity3D基础教程】给初学者看的Unity教程(零):如何学习Unity3D

    作者:王选易,出处:http://www.cnblogs.com/neverdie/ 欢迎转载,也请保留这段声明.如果你喜欢这篇文章,请点推荐.谢谢! Unity3D有什么优势 Unity3D是一个跨 ...

  4. 【转】Unity 相关经典博客资源总结(持续更新)

    原文:http://blog.csdn.net/prothi/article/details/20123319 就作为一个记录吧,把平时看过的Unity相关的一些好的Blog记录并分享. 好的论坛: ...

  5. 【Unity Shader】2D动态云彩

    写在前面 赶在年前写一篇文章.之前翻看2015年的SIGGRAPH Course(关于渲染的可以去selfshadow的博客里找到,很全)的时候看到了关于体积云的渲染.这个课程讲述了开发者为游戏< ...

  6. Unity Shaderlab: Object Outlines 转

    转 https://willweissman.wordpress.com/tutorials/shaders/unity-shaderlab-object-outlines/ Unity Shader ...

  7. 学习Unity的步骤

    作者:王选易链接:https://www.zhihu.com/question/23790314/answer/46815232来源:知乎著作权归作者所有.商业转载请联系作者获得授权,非商业转载请注明 ...

  8. Unity FSM 有限状态机

    翻译了一下unity wiki上对于有限状态机的案例,等有空时在详细写一下.在场景中添加两个游戏物体,一个为玩家并修改其Tag为Player,另一个为NPC为其添加NPCControl脚本,并为其将玩 ...

  9. unity 3d开发的大型网络游戏

    unity 3d开发的大型网络游戏 一.总结 1.unity的官网上面应该有游戏列表 2.unity3D是很好的3d游戏引擎,也支持2d,也能做很多画面精良的3A级游戏 3.范围:电脑游戏,手机游戏, ...

  10. 2019年Unity学习资源指南[精心整理]

    前言 进入一个领域,最直接有效的方法就是,寻找相关综述性文章,首先你需要对你入门的领域有个概括性的了解,这些包括: 1.主流的学习社区与网站. 2.该领域的知名大牛与热心分享的从业者. 3.如何有效的 ...

随机推荐

  1. 【GPU编解码】GPU硬解码---CUVID

    问题描述:项目中,需要对高清监控视频分析处理,经测试,其解码过程所占CPU资源较多,导致整个系统处理效率不高,解码成为系统的瓶颈. 解决思路: 利用GPU解码高清视频,降低解码所占用CPU资源,加速解 ...

  2. 给我一个及时的问候——XMPP

    XMPP总的来说就是:基于XML数据结构,点对点的,及时通讯协议 是 Linux操作系统+Apache软件+mySql数据库 + php 编程语言 组成   开始时要导入 XMPPFrameWork框 ...

  3. Smtp邮件发送系统公用代码整理—总结

    1.前言 a.在软件开发中,我们经常能够遇到给用户或者客户推送邮件,推送邮件也分为很多方式,比如:推送一句话,推送一个网页等等.那么在系统开发中我们一般在什么情况下会使用邮件发送呢?下面我简单总结了一 ...

  4. jQuery Flickerplate 幻灯片

    Flickerplate 是个轻量级 jQuery 插件,大小仅为 12 kb.它允许用户点击鼠标然后转换内容,非常容易使用,响应式,支持触摸设备 在线实例 默认 圆点导航位置 动画方式 深色主题 H ...

  5. copy 和 strong(或retain)的区别

    http://stackoverflow.com/questions/18526909/whether-i-should-use-propertynonatomic-copy-or-propertyn ...

  6. Android——五大布局

    Android的五大布局分为: 线性布局 相对布局 帧布局 绝对布局 表格布局 一.线性布局 线性布局在开发中使用最多,具有垂直方向与水平方向的布局方式 通过设置属性"android:ori ...

  7. 搭建Android 5.0开发环境

    1.Android SDK的安装 下载地址:http://developer.android.com/index.html 访问网站的话请自备梯子 选择:adt-bundle-windows-x86_ ...

  8. 基础学习day07---面向对象三---继承,接口与 抽象类

    一.继承 1.1.继承概念 将对象的共性抽取出来.提取出一个单独的类. 继承使用复用以前的代码非常容易,能够大大的缩短开发周期,降低开发成本,同时增加程序的易维护性 继承使重一个类A能够直接使用另外一 ...

  9. iOSQuartz2D-04-手动剪裁图片并保存到相册

    实现效果 操作步骤 绘制一个矩形框,弹出一个alertView,提示是否保存图片 点击"是",将图片保存到相册 在相册中查看保存的图片 效果图 实现思路 在控制器的view上添加一 ...

  10. sublime text 3 修改文件保存编码

    File->Save With Encoding->UTF-8 with BOM