包含9節(jié)視頻教程
這是臨摹的終極表現(xiàn)!在臨摹領(lǐng)域達(dá)到真實照片的級別,讓你的繪畫讓別人驚呼吧!這不是照片,真的是繪畫出來的。我們一起來學(xué)習(xí)吧!
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![]() The Skinned Mesh Renderer is automatically added to imported meshes when the imported mesh is skinned. 當(dāng)導(dǎo)入有蒙皮的網(wǎng)格時,骨骼蒙皮渲染器會自動添加到導(dǎo)入的網(wǎng)格。
Properties 屬性
Details 細(xì)節(jié)Skinned Meshes are used for rendering characters. Characters are animated using bones, and every bone affects a part of the mesh. Multiple bones can affect the same vertex and are weighted. The main advantage to using boned characters in Unity is you can enable the bones to be affected by physics, making your characters into ragdolls. You can enable/disable bones via scripting, so your character instantly goes ragdoll when it is hit by an explosion. 蒙皮網(wǎng)格用于渲染人物。人物動畫使用的骨骼,而且每個骨骼影響網(wǎng)格的一部分。多個骨骼的影響相同的頂點和的權(quán)重。使用Unity骨骼人物的主要優(yōu)勢是可以使骨骼受到物理影響,制作你的角色布娃娃。您可以啟用/禁用通過腳本的骨骼,所以你的角色立即開始布娃娃當(dāng)它擊中爆炸時。
Quality 質(zhì)量Unity can skin every vertex with either 1, 2, or 4 bones. 4 bone weights look nicest and are most expensive. 2 Bone weights is a good compromise and can be commonly used in games. Unity可以用1,2,或4骨骼頂點蒙皮。4骨骼權(quán)重看起來很好并且是很費資源的。2骨骼權(quán)重是一個很恰當(dāng)?shù)牟⑶以谟螒蛑薪?jīng)常用。 If Quality is set to Automatic, the Quality Settings Blend Weights value will be used. This allows end-users to choose a quality setting that gives them optimum performance. 如果Quality設(shè)置為自動,質(zhì)量設(shè)置混合權(quán)中值將被使用。這允許最終用戶選擇質(zhì)量設(shè)置,使他們獲得最佳性能。 Update When Offscreen and Bounds 畫外和范圍的更新By default, skinned meshes that are not visible are not updated. The skinning is not updated until the mesh comes back on screen. This is an important performance optimization - it allows you to have a lot of characters running around not taking up any processing power when they are not visible. 默認(rèn)情況下,蒙皮網(wǎng)格不可見網(wǎng)格并不會更新。直到網(wǎng)格返回屏幕上時,蒙皮才會更新。這是一個重要性能優(yōu)化 - 這可以讓你周圍有很多角色,當(dāng)它們不可見時,運行時并不會采取任何處理。 However, visibility is determined from the Mesh's Bounds, which is precalculated on import. Unity takes into account all attached animations for precalcualating bounding volume, but there are cases when Unity can't precalculate Bounds to fit all user's needs, for example (each of these become a problem when they push bones or vertices out of precalculated bounding volume): 然而,能見度是取決于網(wǎng)格的邊界,這是在導(dǎo)入上預(yù)先計算的。Unity考慮所有附加動畫預(yù)先計算的邊界量,但在某些情況下Unity可以不預(yù)先計算界限,以符合所有用戶的需求,例如(其中每個成為一個問題,當(dāng)他們把骨骼或頂點預(yù)先計算包圍盒):
In those cases there are two solutions: 在這種情況下,有兩種解決方法:
You should use fist option most of the time since it has better performance and use second option only if performance is not important in your case or you can't predict the size of your bounding volume (for example when using ragdolls). 你應(yīng)該使用第一選項的大部分時間,因為它具有更好的性能和使用性能并不重要只有在您的案件或您無法預(yù)測您的包圍體大。ɡ,當(dāng)使用布娃娃)的時候用第二選項。 In order to make SkinnedMeshes work better with Ragdolls Unity will automatically remap the SkinnedMeshRenderer to the rootbone on import. However Unity only does this if there is a single SkinnedMeshRenderer in the model file. So if you can't attach all SkinnedMeshRenderers to the root bone or a child and you use ragdolls, you should turn off this optimization. 為了使骨骼蒙皮與布娃娃工作在導(dǎo)入骨骼蒙皮中Unity將自動重新映射到根骨骼。然而Unity只有在模型文件中有一個單一的骨骼蒙皮渲染。因此如果不能所有骨骼蒙皮渲染附加根骨骼或子骨骼并且使用的布娃娃時,你應(yīng)該關(guān)閉這個優(yōu)化。 Hints 提示
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