Saving and reusing Avatar data (Human Template files) Unity can interpolate optional bone movements automatically. The Avatar Mapping indicates which of the bones are required (solid circles) and which are optional (dotted circles). You must Apply or Revert any changes made before leaving the Avatar An interface for retargeting animation from one rig to another. (D) Buttons to accept any changes made ( Accept), discard any changes ( Revert), and leave the Avatar window ( Done). (C) Menus which provide various Mapping and Pose tools to help you map the bone structure to the Avatar. (B) Buttons to switch between the sections of the Avatar: Body, Head, Left Hand, and Right Hand. You must Apply or Revert any changes made before switching between tabs. (A) Buttons to toggle between the Mapping and Muscles & Settings tabs. More info See in Glossary displaying Unity’s bone mapping: The Avatar window displays the bone mapping When you are in Avatar Configuration mode, the Avatar Mapping tab appears in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. Select the Model Asset in the Project window, go to the “Rig” tab in the Inspector, and click “Configure…” under the Avatar Definition menu. Select the Avatar Asset in the Project window A window that shows the contents of your Assets folder (Project tab) More info See in Glossary, and click “Configure Avatar” in the Inspector, or To enter Avatar Configuration mode, either: The Avatar Mapping tab is available when the Unity Editor is in Avatar Configuration mode.
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