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人形时钟_Mecanim人形生物

时间:2020-03-18 02:34:02

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人形时钟_Mecanim人形生物

人形时钟

This post explains the technology behind Mecanim Humanoids. How it works, strengths and limitations, why some choices were made and hopefully some hints on how to get the best out of it. Please refer to Unity Documentation for general setup and instructions.

这篇文章解释了Mecanim人形生物背后的技术。它是如何工作的,优势和局限性,为什么做出一些选择以及希望如何获得最大的收益的一些提示。请参考Unity文档以获取常规设置和说明。

人形钻机和肌肉空间 (Humanoid Rig and Muscle Space)

Mecanim Humanoid Rig and Muscle Space are an alternative solution to the standard skeleton node hierarchies and geometric transforms to represent humanoid body and animations.

Mecanim人形装备和肌肉空间是标准骨架节点层次结构和几何变换的替代解决方案,可代表人形物体和动画。

The Humanoid Rig is a description on top of a skeleton node hierarchy. It identifies a set of human bones and creates a Muscle Referential for each of those. A Muscle Referential is essentially a pre and post rotation with a range and a sign for each axis.

人型装备是对骨骼节点层次结构的描述。 它标识一组人体骨骼,并为每个骨骼创建肌肉参考。 “肌肉参考”实质上是前后旋转,每个轴具有一个范围和一个符号。

The Muscle Space is the set of all Muscle normalized values for the Humanoid Rig. It is a Normalized Humanoid pose. A range of zero (min= max) for a bone axis means that there is no Muscle for it.

肌肉空间是人形装备的所有肌肉归一化值的集合。 这是一个标准化的人形姿势。 骨轴的范围为零(最小值=最大值)意味着没有肌肉。

For example, the Elbow does not have a muscle for its Y axis, as it only stretches in and out (Z-Axis) and roll in and out (X-Axis). In the end, the Muscle Space is composed of at most 47 Muscle values that completely describe a Humanoid body pose.

例如,肘部的Y轴没有肌肉,因为它仅伸展和伸展(Z轴)而滚动和伸展(X轴)。 最后,“肌肉空间”由最多47个完全描述人形身体姿势的肌肉值组成。

One beautiful thing about Muscle Space, is that it is completely abstracted from its original or any skeleton rig. It can be directly applied to any Humanoid Rig and it always create a believable pose. Another beautiful thing is how well Muscle Space interpolates. Compare to standard skeleton pose, Muscle Space will always interpolate naturally between animation key frames, during state machine transition or when mixed in a blend tree.

Muscle Space的一个美丽之处在于,它是完全从其原始或任何骨架装备中抽象出来的。 它可以直接应用于任何人形装备,并且始终可以创造出令人信服的姿势。 另一个美丽的事情是肌肉空间的插值效果。 与标准骨架姿势相比,“肌肉空间”将始终在动画关键帧之间,状态机过渡期间或在混合树中混合时自然地进行插值。

Computation-wise it also performs as the Muscle Space can be treated as a vector of a scalar that you can linearly interpolate as opposed to quaternions or Euler angles.

在计算方面,它也可以执行,因为可以将肌肉空间视为标量的矢量,您可以对它进行线性插值,而不是四元数或欧拉角。

人体与人体运动的近似 (An approximation of human body and human motion)

Every new skeleton rig built for a humanoid character or any animation captured will be an approximation of the human body and human motion. No matter how many bones or how good your MOCAP hardware is, the result will be an approximation of the real thing.

为类人角色或捕获的任何动画构建的每个新骨架装置都将近似人体和人体运动。 无论您的MOCAP硬件有多少根骨头或多么出色,其结果都将近似于真实的东西。

Riggers, game companies, schools or software firms will propose their own version of what they thinks best represent the human body and motion and what will best fit their production needs.

索具,游戏公司,学校或软件公司将提出自己的版本,他们认为最能代表人体和动作的版本以及最适合其生产需求的版本。

The elaboration of Mecanim Humanoid Rig and Muscle Space was confronted to some hard choices. We had to find a compromise between fast runtime and animation quality or openness and standard definition.

Mecanim人形装备和肌肉空间的制作遇到了一些艰难的选择。 我们必须在快速运行时间和动画质量或开放性和标准清晰度之间找到折衷方案。

2根脊柱骨 (2 Spine bones)

Adding a second one brings you most of the way. A third or even a forth one will only give a small contribution to the final human pose. Why is this? When looking at how a human spine bends, you will notice that the part of spine that is on the rib cage is almost rigid. What remains, is a main flexion point at the base of the spine and one other at the base of the rib cage. So there are two main flexion points. Looking at a contortionist even in extreme poses clearly show this. Considering all of this we decided to have 2 spine bones for the Humanoid Rig.

添加第二个为您带来了大部分方法。 三分之一甚至四分之一只会对最终的人体姿势做出很小的贡献。 为什么是这样? 当查看人的脊柱弯曲时,您会注意到位于肋骨的脊柱部分几乎是刚性的。 剩下的是在脊柱底部的一个主要屈曲点,在肋骨框架的底部一个屈曲点。 因此,有两个主要屈曲点。 甚至在极端姿势下看着柔术师也清楚地表明了这一点。 考虑到所有这些,我们决定为“人形机器人”装备2个脊柱骨。

1颈骨 (1 Neck Bone)

This one is easier than for spine. Note that many game skeleton rigs don’t even have a neck bone and manage to do the job with only a head bone.

这比脊柱容易。 请注意,许多游戏骨架装备甚至都没有颈骨,而仅用头骨就能完成这项工作。

旋转自由度 (Rotation DoF)

As with most skeleton rigs (it is even more often the case for games), the Mecanim Humanoid Rig only supports rotation animation. The bones are not allowed to change their local translation relative to their parent. Some 3D packages induce a certain amount of translation on bones to simulate elasticity of articulations or squash and stretch animation. We are currently looking at adding translation DoF as it is a relatively cheap way in term of computation performance to compensate for animation quality on less detailed skeleton rigs. It would also allow users to create retargetable squash and stretch animation.

与大多数骨架装备一样(游戏更常见),Mecanim人形装备仅支持旋转动画。 不允许骨骼相对于父骨骼更改其局部平移。 一些3D程序包会在骨骼上引起一定量的平移,以模拟关节的弹性或挤压和拉伸动画。 我们目前正在考虑添加翻译自由度,因为它在计算性能方面是一种相对便宜的方法,可以补偿不太详细的骨架装备上的动画质量。 它还将允许用户创建可重定位的壁球和拉伸动画。

没有扭曲的骨头 (No twist bones)

Twist bones are often added to skeleton rigs to prevent skin deformation problems on arms and legs when they are in extreme twist configuration.

通常将扭曲骨骼添加到骨架装备中,以防止处于极端扭曲构造的手臂和腿部出现皮肤变形问题。

Twist bones help to distribute the deformation induced by twist from start to end of the limb.

扭曲的骨骼有助于分散由扭曲引起的从肢体始端到末尾的变形。

In the Muscle Space, the amount of twist is represented by a Muscle and it is always associated with the parent bone of a limb. Ex: The twist on the forearm happens at the elbow and not on the wrist.

在肌肉空间中,扭曲的量由肌肉表示,并且始终与肢体的父骨关联。 例如:前臂的扭曲发生在肘部,而不是腕部。

人形生物根与质心 (Humanoid Root and Center of mass)

Now, what would be the best way to represent the position and orientation of human body in world space?

现在,代表人体在世界空间中的位置和方向的最佳方法是什么?

The top most bone in hierarchy (usually hips, pelvis or whatever it is called) is where lies the world space position and orientation curves in a standard skeleton rig. While this works fine for a specific character, it becomes inappropriate when doing retargeting since from one skeleton rig to another the top most bone usually have a different position and rotation relative to the rest of the skeleton.

层次结构中最顶层的骨骼(通常是臀部,骨盆或任何其他所谓的骨骼)是标准骨架装备中世界空间位置和方向曲线所在的位置。 尽管这对于特定角色而言效果很好,但是在进行重新定向时变得不合适,因为从一个骨骼装备到另一个骨骼,最顶部的骨骼通常相对于其余骨骼具有不同的位置和旋转。

It is true that for standing up or walking animations, the centre of mass lies around hips, but for more dynamic motion like a back flip, you can see how body moves away from the centre of mass and how the centre of mass feels like the most stable point over the animation.

的确,对于站立或行走的动画,重心位于臀部周围,但是对于更动态的运动(如向后翻转),您可以看到身体如何远离重心移动以及重心的感觉如何。动画上最稳定的一点。

身体方向 (Body orientation)

Similar to what the centre of mass does for Muscle Space world space position, we use an average body orientation for world space orientation. The average body orientation up vector is computed out of the hips and shoulders middle points. The front vector is then the cross product of the up vector and average left/right hips/shoulders vectors. It is also assumed that this average body orientation for a humanoid pose is the same for all humanoid rigs. As for the centre of mass, an average body orientation tends to be a stable referential as lower and upper body orientation naturally compensates when walking, running, etc.

类似于质心对肌肉空间世界空间位置所做的操作,我们将平均身体方向用于世界空间方向。 从臀部和肩膀的中间点算出平均身体向上的向量。 那么,前向量是上向量与平均左/右臀部/肩向量的叉积。 还假定人形姿势的平均身体朝向对于所有人形装备都相同。 至于质心,平均的身体朝向往往是稳定的参考,因为步行,跑步等时,上下身体的朝向自然会得到补偿。

根运动 (Root Motion)

A more in depth paper about root motion will follow, but as an introduction, the projection of the centre of mass and average body orientation is used to automatically create root motion. The fact that the centre of mass and average body orientation are stable properties of humanoid animation leads to a stable root motion that can be used for navigation or motion prediction.

随后将有关于根部运动的更深入的论文,但作为介绍,质心和平均身体方向的投影将用于自动创建根部运动。 重心和平均身体取向是类人动物动画的稳定属性,这一事实导致可以用于导航或运动预测的稳定根运动。

规模 (The scale)

One thing is still missing in Muscle Space to be a completely normalized humanoid pose… the overall size of it. Again we are looking for a way to describe the size of a humanoid that does not rely on a specific point like head bone position since it is not consistent from rig to rig. The center of mass height for a humanoid character in T-Stance is directly used as its scale. The center of mass position of the Muscle Space is divided by this scale to produce the final normalized humanoid pose. Said in another way, the Muscle Space is normalized for a humanoid that has a centre of mass height of 1 when in T-Stance. All the positions in the Muscle Space are said to be in normalized meters.

肌肉空间中仍然缺少一件事,那就是完全标准化的人形姿势……它的整体大小。 再次,我们正在寻找一种描述类人动物的大小的方法,该类人动物的大小不依赖于诸如头部骨骼位置的特定点,因为它在各个装备之间不一致。 T姿态中人形角色的质心高度中心直接用作其比例。 肌肉空间的质心位置被该比例除以产生最终的归一化人形姿势。 换句话说,当处于T姿态时,肌肉空间针对质心高度为1的类人动物进行了标准化。 据说肌肉空间中的所有位置都以标准化米为单位。

原始手脚位置 (Original hands and feet position)

When applying a Muscle Space to a Humanoid Rig, hands and feet may end up in different position and orientation from the original animation, due to the difference in proportions of Humanoid Rigs. This may result in feet sliding or hands not reaching properly. This is why Muscle Space optionally contains the original position and orientation of hands and feet. The hands and feet position and orientation are normalized relative to Humanoid Root (center of mass, average body rotation and humanoid scale) in the Muscle Space. Those original positions and orientations can be used to fix the retargeted skeleton pose to match the original world space position using an IK pass.

当将肌肉空间应用于人形装备时,由于人形装备的比例不同,手和脚的位置和方向可能会与原始动画不同。 这可能会导致脚滑动或手无法正确伸出。 这就是为什么“肌肉空间”可以选择包含手和脚的原始位置和方向的原因。 相对于肌肉空间中的人形生物根(质心,平均身体旋转和人形生物标度),将手和脚的位置和方向标准化。 这些原始位置和方向可用于使用IK传递来固定重定目标的骨骼姿势以匹配原始世界空间位置。

IK解算器 (IK Solver)

In these cases, the retargeted skeleton pose is never very far from the original IK goals. The IK error to fix is small since it is only induced by difference in proportion of humanoid rigs. The IK solver will only modify the retargeted skeleton pose slightly to produce the final pose that matches original positions and orientations.

在这些情况下,重新定向的骨骼姿势永远不会与原始IK目标相距很远。 修复的IK误差很小,因为它仅是由于人形装备比例的差异而引起的。 IK解算器将仅稍微修改重新定位的骨架姿势以产生与原始位置和方向匹配的最终姿势。

Since the IK only modifies slightly the retargeted skeleton pose, it will rarely induce animation artefacts like knee or elbow popping. Even then, there is a Squash and Stretch solver, part of IK solver, that is there to prevent popping when arms or legs come close to maximum extension. By default the amount of squash and stretch allowed is limited to 5% of the total length of the arm or leg. An elbow or knee popping is more noticeable (and ugly) than a 5% or less stretch on arm or leg. Note that squash and stretch solve can be turned off by setting it to 0%.

由于IK仅稍微修改了重新定向的骨骼姿势,因此很少会引起动画伪像,例如膝盖或肘部弹出。 即使这样,也有一个壁球和拉伸求解器,它是IK解算器的一部分,可以防止臂或腿接近最大伸展时弹出。 默认情况下,允许的挤压和拉伸量限制为手臂或腿总长度的5%。 肘部或膝盖的弹跳比手臂或腿部的5%或更少的拉伸更引人注意(且丑陋)。 请注意,将壁球和拉伸解算器设置为0%即可将其关闭。

A more in depth paper about IK rigs will follow. It will explain how to handle props, use multiple IK passes, interaction with environment or between humanoid characters, etc.

随后将有关于IK装备的更深入的论文。 它将说明如何处理道具,使用多个IK通道,与环境或人形角色之间的交互等。

可选骨骼 (Optional Bones)

The Humanoid Rig has some bones that are optional. This is the case for Chest, Neck, Left Shoulder, Right Shoulder, Left Toes and Right Toes. Many existing skeleton rigs don’t have some of the optional bones, but we still wanted to created valid humanoids with those.

人形装备有一些可选的骨骼。 胸部,颈部,左肩,右肩,左脚趾和右脚趾就是这种情况。 许多现有的骨架装备没有一些可选的骨骼,但是我们仍然想用这些骨骼创建有效的类人动物。

The Humanoid Rig also supports LeftEye and RightEye optional bones. Eye bones have two Muscles each, one that goes up and down and one to move in and out. The Eye bones also work with Humanoid Rig LookAt solver that can distribute look at adjustments on Spine, Chest, Neck, Head and Eyes. There will be more about LookAt solver in the upcoming Humanoid IK rig paper.

人形装备也支持LeftEye和RightEye可选骨骼。 眼部骨骼各有两块肌肉,一根可上下移动,另一根可移动进出。 Eye骨骼还可以与Humanoid Rig LookAt求解器一起使用,该求解器可以分配对脊椎,胸部,颈部,头部和眼睛的调整视线。 在即将到来的Humanoid IK装备文章中,将有更多关于LookAt解算器的信息。

手指 (Fingers)

Finally, the Humanoid Rig supports fingers. Each finger may have 0 to 3 digits. 0 digit simply means that this finger is not defined. The are two Muscles (Stretch and Spread) for the first digit and one Muscle (Stretch) for 2nd and last digit. Note that there is no solver overhead for fingers when no fingers are defined for a hand.

最后,人形钻机支撑手指。 每个手指可以有0到3个数字。 0位数仅表示未定义此手指。 第一个数字是两个肌肉(拉伸和伸展),第二个和最后一个数字是一个肌肉(拉伸)。 请注意,如果没有为手定义任何手指,则没有手指的求解器开销。

骨架钻机要求 (Skeleton rig requirements)

骨头之间 (In-between bones)

In many case, skeleton rigs will have more bones than the ones defined by the Humanoid Rig. In-between bones are bones that are between humanoid defined bones. For example, a 3rd spine bone in a 3DSMAX Biped will be treated as an in-between bone. Those are supported by Humanoid Rig, but keep in mind that in-between bones won’t get animated. They will stay at their default position and orientation relative to their parent defined in the Humanoid Rig.

在许多情况下,骨架钻机的骨骼将比“人形装备”定义的骨骼多。 骨骼之间是类人动物定义的骨骼之间的骨骼。 例如,在3DSMAX Biped中的第3根脊骨将被视为中间骨。 它们得到了Humanoid Rig的支持,但是请记住,骨骼之间的动画不会生效。 它们将相对于在类人动物绑定中定义的父对象保持默认位置和方向。

标准层次结构 (Standard Hierarchy)

The skeleton rig must respect a standard hierarchy to be compatible with our Humanoid Rig. The skeleton may have any number of in-between bones between humanoid bones, but it must respect the following pattern:

骨架钻机必须遵守标准的层次结构,才能与我们的“人形装备”兼容。 人形骨骼之间的骨骼可以有任意数量的中间骨骼,但是必须遵循以下模式:

Hips – Upper Leg – Lower Leg – Foot – Toes

臀部–大腿–小腿–脚–脚趾

Hips – Spine – Chest – Neck – Head

臀部–脊柱–胸部–颈部–头部

Chest – Shoulder – Arm – Forearm – Hand

胸部–肩部–手臂–前臂–手

Hand – Proximal – Intermediate – Distal

手–近端–中级–远端

立场 (The T-Stance)

– Standing straight facing z axis

–直面对z轴站立

– Head and eyes facing z axis

–头部和眼睛面向z轴

– Feet on the ground parallel to z axis

–平行于z轴的地面上的脚

– Arms open parallel to the ground along x axis

–臂沿x轴平行于地面张开

– Hands flat, palm down parallel to the ground along x axis

–双手平放,手掌向下沿X轴平行于地面

– Fingers straight parallel to the ground along x axis

–手指沿x轴笔直平行于地面

-Thumbs straight parallel to the ground half way (45 degrees) between x and z axis

-拇指笔直平行于地面在x和z轴之间的中间位置(45度)

When saying “straight”, it does not mean bones necessarily need to be perfectly aligned. It depends on how skin attaches to skeleton. Some rig may have the skin that looks straight, but underneath skeleton is not. So it is important that the T-Stance be set for final skinned character. In the case you are creating a Humanoid Rig to retarget MOCAP data, it is good practice to capture at least of few frames of a T-Stance done by the actor in the MOCAP suite.

当说“笔直”时,并不意味着骨骼必须完全对齐。 这取决于皮肤如何附着在骨骼上。 某些装备的外观可能看起来很直,但骨骼下面没有。 因此,为最终蒙皮角色设置T姿态非常重要。 如果要创建人形装备以重新定位MOCAP数据,则优良作法是捕获由MOCAP套件中的角色完成的T姿态的至少几帧。

肌肉范围调整 (Muscle range adjustments)

By default muscle ranges are set to values that best represent human muscle ranges. Most of the time, they should not be modified. For some more cartoony character you may want to reduce the range to prevent arms entering body or augment it to exaggerate legs motion. If you are creating a Humanoid Rig to retarget MOCAP data you should not modify the ranges since the produced animation clip will not respect default.

默认情况下,肌肉范围设置为最能代表人体肌肉范围的值。 大多数时候,不应修改它们。 对于一些更具卡通性的角色,您可能需要减小范围以防止手臂进入身体或增大其范围以夸张腿部动作。 如果要创建人形装备来重新定位MOCAP数据,则不应修改范围,因为生成的动画剪辑将不遵守默认值。

重定向和动画剪辑 (Retargeting and Animation Clip)

Mecanim retargeting is split into two phases. The first phase consists of converting a standard skeleton transforms animation to a normalized humanoid animation clip (or Muscle Clip). This phase happens in the editor when the animation file is imported. It is internally called “RetargetFrom”. The second phase happens in play mode when Muscle Clip is evaluated and applied to the skeleton bones of a Humanoid Rig.

Mecanim重定位分为两个阶段。 第一阶段包括将标准骨架转换动画转换为归一化人形动画剪辑(或Muscle Clip)。 导入动画文件时,此阶段在编辑器中进行。 内部称为“ RetargetFrom”。 第二阶段发生在播放模式中,当评估肌肉剪辑并将其应用于人形装备的骨骼时。

The second phase is straight forward. Once you have a valid Humanoid Rig, you simply apply Muscle Clip to it with RetargetTo solver. This is done automatically under the hood.

第二阶段很简单。 拥有有效的人形装备后,只需使用RetargetTo解算器对其应用Muscle Clip。 这是在引擎盖下自动完成的。

The first phase, converting a skeleton animation to a Muscle Clip, may be a bit trickier. The skeleton animation clip is sampled at a fixed rate. For each sample, the skeleton pose is converted to a muscle space pose and a key is added to the Muscle Clip. Not all the skeleton rig will fit, there are so many different ways a skeleton rig can be built and animated. Some skeleton rig will produce a valid output, but with possible loss of information. We will now review what is needed to create a lossless normalized humanoid animation… the Muscle Clip.

将骨骼动画转换为肌肉剪辑的第一阶段可能会有些棘手。 骨骼动画剪辑以固定速率采样。 对于每个样本,骨骼姿势都会转换为肌肉空间姿势,并将关键点添加到“肌肉夹”中。 并非所有骨架装备都适合,骨架构建和动画制作的方式有很多。 某些骨架钻机将产生有效的输出,但可能会丢失信息。 现在,我们将回顾创建无损标准化人形动画…​​…肌肉剪辑所需的内容。

Note: By lossless we mean that retargeting from a skeleton rig to Muscle Clip and then retargeting back to the same skeleton rig will preserve the animation intact. In fact, it will be almost intact. The original twist on arms and legs will be lost and replaced by what the Twist solver computes. As explained earlier in this document, there is no representation oftwist repartitionin Muscle Space.

注意:“无损”是指从骨架装备重新定位到Muscle Clip,然后再重新定位到同一骨架装备,将保持动画完整。 实际上,它几乎是完整的。 手臂和腿部的原始扭曲将丢失,并由扭曲求解器计算的内容替代。 如本文档前面所述,在肌肉空间中没有扭曲重新分配的表示。

The local position of bones must be the same in the humanoid rig and in the animation file. It happens thattheskeletonusedto create the Humanoid Rig differsfrom the one in the animation file. Be sure to useexactlythe sameskeleton. Warnings will be sent totheconsole at import,if it is not the case.

在人形装备和动画文件中,骨骼的局部位置必须相同。 碰巧,用于创建人形装备的骨骼不同于动画文件中的骨骼。 确保使用完全相同的骨架。 如果不是这种情况,警告将在导入时发送到控制台。

In-between bones must have no animation. This often happen fora3DSMAX skeleton where the 3rd spine bone has both translation and rotation animation on it. It also happens when Bip001 is used as Hips and that Pelvis has some animation on it. Warnings will be sent to console at import if it is not the case.

中间的骨骼必须没有动画。 这通常发生在3DSMAX骨骼上,其中第3根脊骨上同时具有平移和旋转动画。 当Bip001用作臀部并且骨盆上有一些动画时,也会发生这种情况。 如果不是这种情况,警告将在导入时发送到控制台。

The local orientation ofthein-between bone must be the same intheHumanoid Rig and in the animation file. This may happen when using Humanoid Auto Configure that relies on Skin Bind Pose to create T-Stance. Make sure that Skin Bind Pose rotation for in-between bones is the same that one found in the animation file. Warnings will be sent to console at import if it is not the case.

在人形装备和动画文件中,中间骨骼的局部方向必须相同。 当使用依赖于皮肤绑定姿势的“人形机器人自动配置”来创建T姿势时,可能会发生这种情况。 确保骨骼之间的“皮肤绑定姿势”旋转与在动画文件中找到的相同。 如果不是这种情况,警告将在导入时发送到控制台。

Except for Hips, translation animation is not supported on bones. 3DSMAX Biped sometimesputstranslation animation on spine bones. Warnings will be sent to console at imp or if it is not the case.

除臀部外,骨骼不支持翻译动画。 3DSMAX Biped有时会在脊骨上放置翻译动画。 警告会在imp或不是这种情况下发送到控制台。

The 3DSMAX Biped is pointed as a problematic rig here. It is probably because of its popularity and the fact that we had to support many cases of it being used with Mecanim. Note that if you are going to create new animations to be used with Mecanim Humanoid Rig, you should follow the rules stated above from the start. If you want to use already existing animation that break some of the rules, it is still possible, the Mecanim retarget solver is robust and will produce valid output, but the lossless conversion can’t be guarantied.

3DSMAX Biped在这里被认为是有问题的装备。 可能是由于它的流行以及我们不得不支持Mecanim使用它的许多情况。 请注意,如果要创建要与Mecanim Humanoid Rig一起使用的新动画,则应从头开始遵循上述规则。 如果要使用已经打破​​某些规则的现有动画,则仍有可能,Mecanim重定位求解器很健壮,可以产生有效的输出,但不能保证无损转换。

Note that if you are going to create new animations to be used withtheMecanim Humanoid Rig, you should follow the rules stated above from the start. If you want to use already existing animation that breakssome of the rules, it is still possibleasthe Mecanim retarget solver is robust and will produce valid output, but the lossless conversion can’t beguaranteed.

请注意,如果您要创建要与Mecanim Humanoid Rig一起使用的新动画,则应从一开始就遵循上述规则。 如果要使用已经打破​​某些规则的现有动画,则仍然可能,因为Mecanim重目标求解器很健壮并会产生有效的输出,但不能保证无损转换。

翻译自: //05/26/mecanim-humanoids/

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