本页面包含有关创建用于 Unity 动画系统的模型的指南。
有关创建所有类型模型的一般最佳实践指南,请参阅创建模型以获得最佳性能。有关将带有动画的模型导入 Unity 的信息,请参阅导入具有人形动画的模型或导入具有非人形(通用)动画的模型。
有两种类型的模型可以与 Unity 的动画系统一起使用:
两者都需要一个骨骼蒙皮模型。创建这样一个模型的阶段是:
您通常在 3D 建模软件(如 Autodesk® 3ds Max®、Autodesk® Maya® 或 Blender)中完成所有这些步骤,然后导出所得到的模型并将其导入到 Unity 中。
为了确保模型在 Unity 项目中与动画顺利结合,可以遵循以下一些准则:
3D 建模软件提供了多种方法为骨架创建关节。
对于人形模型,对骨架有特定要求,以便 Unity 可以将其匹配到人形 Avatar:
对于通用模型,唯一的要求是骨架包含一个骨骼,您可以在导入模型时将其指定为 Root node(根节点)。这相当于定义了模型的质心。
初始设置通常是自动的。蒙皮通常需要进行大量的工作和动画测试,以便确保皮肤变形取得令人满意的结果。
此过程的一些一般准则包括:
Unity 可导入许多不同的通用和原生 3D 文件格式,但建议的文件格式是 .fbx。有关更多信息,请参阅模型文件格式。
当使用 .fbx 时,您可以:
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