Unity 的动画系统允许使用__肌肉 (Muscles)__ 控制不同骨骼的运动范围。
正确配置 Avatar 后,动画系统可“理解”骨骼结构,并允许使用 Avatar Inspector 的 Muscles & Settings 选项卡。使用 Muscles & Settings 选项卡可调整角色的运动范围,并确保角色以逼真的方式变形,而不出现视觉瑕疵或自我重叠。
Muscle & Settings 选项卡具有以下区域:
(A) 通过这些按钮在 Mapping 和 Muscles & Settings 选项卡之间进行切换。在选项卡之间切换之前,必须对所做的更改执行 Apply 或 Revert 操作。
(B) 通过 Muscle Group Preview 区域可使用预定义的变形来操作角色。这些设置一次影响多个骨骼。
(C) 使用 Per-Muscle Settings 区域可调整身体的各个骨骼。可以展开这些肌肉设置以便更改每项设置的范围限制。例如,默认情况下,Unity 会将 Head-Nod 和 Head-Tilt 设置的范围设置为 –40 到 40 度,可以进一步减小这些范围以增加这些动作的刚度。
(D) 使用 Additional Settings 可调整身体的特定特效。
(E) Muscles 菜单提供了 Reset 工具,可将所有肌肉设置恢复到默认值。
(F) 通过这些按钮接受所做的更改 (Accept)、放弃更改 (Revert) 以及离开 Avatar 窗口 (Done)。在离开 Avatar 窗口之前,必须对所做的更改执行 Apply 或 Revert 操作。
对于 Muscle Group Preview 和 Per-Muscle Settings 区域中的设置,可直接在 Scene 视图中预览所做的更改。可以拖动滑动条来查看应用于角色的每项设置的移动范围:
可以通过网格查看骨架的骨骼。
可以在 Additional Settings 中启用 Translate DoF 选项,从而启用人形角色的移动动画。如果禁用此选项,则 Unity 仅使用旋转对骨骼进行动画化。Translation DoF 可用于 Chest、UpperChest、Neck、LeftUpperLeg、RightUpperLeg、LeftShoulder 和 RightShoulder 的肌肉。
注意:启用 Translate DoF 可能会提高性能要求,因为动画系统需要执行额外的步骤来重新定位人形动画。因此,在已知动画包含角色某些骨骼的动画式移动时,才应启用此选项。
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