Avatar Importing: mudanças entre as edições
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[[Arquivo:Avatar Importing Banner.png|alt=]] | [[Arquivo:Avatar Importing Banner.png|alt=]] | ||
TriLib allows importing characters to use as Unity Avatars | TriLib allows importing characters to use as Unity Avatars. | ||
To achieve this, TriLib uses classes that inherit the HumanoidAvatarMapper class, which are responsible for mapping the character bones with Unity Avatar Humanoid Muscles. | |||
TriLib comes with the Mixamo and Biped Humanoid Avatar Mapper, which contains the settings to load characters rigged in Mixamo or created using 3Ds Max Biped, among other standard bone hierarchies. | |||
You can easily include your bone-mapping schemes by inheriting the ByNameHumanoidAvatarMapper class or simply creating an instance from the class in your Assets and manually adding name-mapping. | |||
Here is a sample with all bone names accepted by the Mixamo and Biped Humanoid Avatar Mapper: | Here is a sample with all bone names accepted by the Mixamo and Biped Humanoid Avatar Mapper: | ||
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[[Arquivo:Avatar Importing Bone Scheme.png|alt=]] | [[Arquivo:Avatar Importing Bone Scheme.png|alt=]] | ||
You can test your | Notes: | ||
* Your model must be in T-Pose or Star-Pose. | |||
* Only FBX and GLTF file formats work as Avatars. | |||
You can test your Avatars at: | |||
https://ricardoreis.net/trilib/trilib2demo/avatarloader/ | https://ricardoreis.net/trilib/trilib2demo/avatarloader/ |
Edição das 14h34min de 28 de fevereiro de 2021
TriLib allows importing characters to use as Unity Avatars.
To achieve this, TriLib uses classes that inherit the HumanoidAvatarMapper class, which are responsible for mapping the character bones with Unity Avatar Humanoid Muscles.
TriLib comes with the Mixamo and Biped Humanoid Avatar Mapper, which contains the settings to load characters rigged in Mixamo or created using 3Ds Max Biped, among other standard bone hierarchies.
You can easily include your bone-mapping schemes by inheriting the ByNameHumanoidAvatarMapper class or simply creating an instance from the class in your Assets and manually adding name-mapping.
Here is a sample with all bone names accepted by the Mixamo and Biped Humanoid Avatar Mapper:
Notes:
- Your model must be in T-Pose or Star-Pose.
- Only FBX and GLTF file formats work as Avatars.
You can test your Avatars at: