"Unity" about U3d and Bip bone adaptation

Source: Internet
Author: User

http://blog.csdn.net/kiki110120/article/details/50371662

Written in 2015/12/21

1.Generic

After getting the art fbx file, import u3d, the default rig mode is generic, this mode can basically reflect the full effect of the animation in Max. Good performance in a set of animations that correspond to a skeleton. This mode imports bones from FBX and directly drives the model with bone and frame information.

2.Humanoid

Using humanoid is a good choice when there are multiple shapes in the project and the animation of the art output is intended to fit multiple sets of shapes. This mode requires that the skeleton in FBX be mapped to Avatar, and the frame information is used to drive the Avatar control model animation.

3. The use of humanoid in recent projects has resulted in superfluous, additional bones. Here is also the note below. Additional bones can be checked in mask and played in generic mode. Causes additional bones to not fit into different shapes. (pending resolution)

4. In determining the centroid of the Bip corresponds to the root bone of the avatar or the pelvic bone. In practice, it is more accurate to feel pelvic bone (Bip001 pelvis). It is also important to select the parent node of the attached bone. The link should be determined with the art consultation after it has been determined.

* Most of the skeleton is centered on the pelvis.

"Unity" about U3d and Bip bone adaptation

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