• (翻译)Importing models-FBX Importer, Rig options


    FBX Importer, Rig options

    The Rig tab allows you to assign or create an avatar definition to your imported skinned model so that you can animate it - see Asset Preparation and Import

    RIG 选项可以依据你导入的蒙皮物体指定或创建一个替身,这样就可以对其制作动画。 参见资源准备与导入

    If you have a humanoid character (ie, two legs, two arms and a head) then choose Humanoid and 'Create from this model'. An Avatar will be created to best match the bone hierarchy - see Avatar Creation and Setup or you can pick an alternative avatar Definition that has already been set up.

    如果你有一个人性角色,比如,一个脑袋两条胳膊的两足动物,请选择Humanoid和'Create from this model',这样,一个完美匹配你角色骨骼关系的替身就可以被创建- 参见Avatar Creation and Setup ,或者你也可以选择其他预设好的替身。

    If you have a non humanoid character e.g. a quadruped, or any animatable entity that you wish to use with Mecanim choose Generic. After choosing you will then need to identify a bone in the drop down to use as the root node.

    如果你的角色不是人形物体,比如一个四足动物或者任何其它的你想编辑动画的物体-并且你希望新的动画系统Mecanim,请选择Generic选项,然后你必须在下拉菜单中为你的动画模型定义一个骨骼作为根节点。

    Choose legacy if you wish to use the legacy animation system and import and use animations as with 3.x

    如果你想用旧版3.x的动画系统导入和编辑动画,请选择legacy选项。

    Property:

      

    Function:

    Animation Type

      

    The type of animation.

      

    None

    No animation present

      

    Legacy

    Legacy animation system

      

    Generic

    Generic Mecanim animation

      

    Humanoid

    Humanoid Mecanim animation system

    Avatar Definition

      

    Where to get the Avatar definition

      

    Create from this model

    The Avatar should be based on this model

      

    Copy from other Avatar

    Point to an Avatar config set up on another model.

    Configure…

      

    Go to the Avatar configuration

    Optimize Game Object

      

    When turned on, the game object transform hierarchy of the imported character will be removed and stored in the Avatar and Animator component. The SkinnedMeshRenderers of the character will then directly use the Mecanim internal skeleton. This option improves the performance of the animated characters. You should turn it on for the final product. In optimized mode skinned mesh matrix extraction is also multithreaded.

       

    来自 <https://docs.unity3d.com/Manual/FBXImporter-Rig.html>

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  • 原文地址:https://www.cnblogs.com/workhai/p/7484449.html
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