Basic training 1 and unity3dpuppet2d of the Unity3d 2D bone animation plug-in Puppet2D

Source: Internet
Author: User

Basic training 1 and unity3dpuppet2d of the Unity3d 2D bone animation plug-in Puppet2D

Hello everyone, I am Sun Guangdong. Reprinted please indicate the source: http://blog.csdn.net/u010019717

More comprehensive content please see my game pretty cool address: http://www.unitymanual.com/space-uid-18602.html

1. BONE CREATION

Select a layer for the skeleton.

Click "Create Bone Tool. You will stay in this mode until you press enter or click "Finish Bone.

Use the left mouse button in the 2D view to start drawing the bones. Each Skeleton goes to the parent level. The test content is as follows:

Create Bone Tool button ------ start creating a skeleton

Left mouse click ------ draw bone

Backspace key ------ Delete the selected skeleton (the Child connecting to the selected and later)

Hold down shift key ------ move only the selected skeleton

Hold down the ctrl key ------ move the selected skeleton and its child

Alt and click the left mouse button ------ insert bone between the selected skeleton and its child

Right click ------ cancel selecting skeleton

Press enter/click "Finish Bone" ----------- to Finish the created Bone.

Adjust the slider or number on the Skeleton panel. To change the skeleton Joint.

 

2. SPLINE CREATION

Select the skeleton and the control layer.

Click "Create Spline Tool"

Click the left mouse button in Scene. Control occurs.

Left mouse click ----------- draw Control

Hold Shift or Ctr ---------- mobile control

Press enter or click "Finish sample" ----------- to complete the creation of the spline control in.

Click Finish or press Enter to end. We can see that there is a skeleton between the two controls. What is the relationship between the number of bones between the two controls? The last slider in the Skeleton panel. N-1. The figure below tests the number of bones. In addition, the effects of square control on self-rotation and movement of circular control are also tested. And click Create Bone Tool to add a skeleton.

3. IK CONTROLS

Put such a skeleton first;

 

Select the skeleton and click Create IK Control. You will also see the script on it, and try to select different variables, drag the mouse to control to see the impact.

 

4. PARENT & ORIENTCONTROLS

The following skeleton must exist first.

Select the bottom Bone joint and click Create Parent Control.

Test, rotate, and move the control to change the script parameters and control the display size.

If the Scale is not selected for the script, only the display of the controlled graph changes. If the script is selected, the entire Scale is scaled.

We are selecting another skeleton joint and then clicking the CreateOrient Control button. In Hierarchy, we need to use this Control as the sub-object of Parent Control. Why? Rotate the Parent control to see the phenomenon before and after.

Then we will test the role of Orient Control.

 

5. PARENT SPRITES TOBONES

Prepare the first image as follows:

Now let's start, place it as the second image, and select them in the Hirarchy panel. In the Skinning Tab, click ParentObject To Bones To change To the fourth image. In this way, the skeleton is bound to the skin. Let's rotate the skeleton, and the skin will also rotate.

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