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[Unity 组件参考手册]组件:动画组件之创建Avatar

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发表于 2013-1-24 17:22:03 |只看该作者 |倒序浏览
After an FBX file is imported, you can specify what kind of rig it is in the Rig tab of the FBX importer options.先导入FBX文件,然后你就能在FBX导入选项界面的Rig标签中指定刚体的类型。
Humanoid animations 类人动画For a Humanoid rig, select Humanoid and click Apply. Mecanim will attempt to match up your existing bone s***cture to the Avatar bone s***cture. In many cases, it can do this automatically by analysing the connections between bones in the rig.如果是类人刚体,请选择Humanoid并点击Apply。Mecanim会尝试匹配已有的骨骼结构和Avatar的骨骼结构。大多数情况,它通过分析刚体的骨骼结构自动匹配。If the match has succeeded, you will see a check mark next to the Configure... menu如果匹配成功,你会在Configure...菜单旁边看到一个复选框(如下图)。Also, in the case of a successful match, an Avatar sub-asset is added to the FBX asset, which you will be able to see in the project view hierarchy.成功匹配的同时,会添加一个Avatar子资源到FBX资源,您在project视图里面可以看到它。
Models with and without an Avatar sub-asset
左图:不带Avatar子资源的模型 右图:带Avatar子资源的模型
The inspector for an Avatar asset
Avatar资源的观察器If Mecanim was unable to create the Avatar, you will see a cross next to the Configure ... button, and no Avatar sub-asset will be added. When this happens, you need to configure the avatar manually.如果Mecanim没能创建Avatar,您会在Configure按钮旁边看到一个十字叉,不会添加Avatar子资源。此时,你需要手动配置avatar。
Non-humanoid animations 非类人动画Two options for non-humanoid animation are provided: Generic and Legacy. Generic animations are imported using the Mecanim system but don't take advantage of the extra features available for humanoid animations. Legacy animations use the the animation system that was provided by Unity before Mecanim. There are some cases where it is still useful to work with legacy animations (most notably with legacy projects that you don't want to update fully) but they are seldom needed for new projects. See this section of the manual for further details on legacy animations.非类人动画有两个选项:Generic和Legacy。Generic动画通过Mecanim系统导入,但不利用对类人动画可用的额外特征。Legacy动画使用了Unity在Mecanim系统之前的老动画系统。老动画系统在某些情况下有用,特别是你不像完全升级的老项目,但新项目很少会需要老动画系统。【来源:互联网】
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