Unity-WIKI 之 AnimationToPNG
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; } }