1. Role model Making
Unity3d Support Skin animation, but do not support physique animation, you will find physique animation in unity in the serious deformation, so in the model of the production of skeletal animation to use skin, of course, can also be made physique, and then use plug-in conversion 3dsmax plug-in Phytoskin,3dsmax before conversion in order to avoid errors first hide the bones and then to the skeleton-bound model for a separate conversion, because the batch will also be wrong, the conversion in the modification panel after adding editable mesh and in order to avoid errors to check whether the UV paste is reversed.
2. Role model Export
Make sure that the exported model is already bound to the bone in the export settings as needed to choose whether to export animation, and the unit relationship in 3dsmax and Unity3d.
3. The model in the official charactercustomization
From the official Dressup demo will find his role model contains a number of models to be changed, such as there are two clothes model, three hair model, then we in the process of art production is not to do this "model overlay", in fact, no need, the demo is to make the model common set of bones So we make sure that the model uses the same set of bones in the process of making the role model, such as using a set of female characters for a male role, and when the character scene is created, different animations are displayed depending on the gender of the player's chosen character.
4. Role Model Packaging Skills
As mentioned in the official demo, the reason why the dress up is because of the common set of bones, then we in the packaging, the skeleton and the model is separated, the model parts (such as hair, arms, etc.) are packaged separately, such as a male role, the basic skeleton into a package, and then the body parts of the model separately packaged , if a model head, face, body, arms, feet five parts, then packaging will have six resource packs, the basic skeleton, head, face, body, arms, feet, such as the creation of the game to create a role in the process can be individually to the body parts of the model to switch, the packaging process and the official demo package is similar, It's just that the author comes up with a configuration table for the dressup when it's packaged.
5. Loading of role models
Unity3d uses WWW to load resources, if you put the resources on the HTTP server (including the native IIS), you need a crossdomain XML configuration, Local is not required, loading should first load the base skeleton, After loading the default role model to display, such as the novice model, after loading, you want to extract the skeleton information recorded in each model, according to this information to hang the model on the corresponding bones, in order to avoid gaps between the model, The model grid should be merged to complete the above work after the loading of the models has been implemented.
6, the role model of the dress up
Back to the Role model packaging topic, imagine a male character has 10 sets of clothing for replacement, and the common skeleton is a set, so in the packaging of the skeleton is still packaged separately, and then all other models packaged, one sentence summary is that a set of bones corresponding to the n model, the N model all common This set of bones, The implementation of the dress up is actually to replace the corresponding body parts, for example, to change an arm will be a new arm and body in addition to the model of the arm to do a mesh merge again, in other words, to replace a body part, is actually updated the entire role model, it is important to note that, The skeleton of the foundation does not have to be updated, imagine that the general character will have a "standing" or "breathing" action in the playback then if the same time to update the basic skeleton, then the result will be consistent action has a "flash" phenomenon, this is because the previous animation has not finished, and then updated the skeleton, Then the animation began to play again, there is no transition between, there will certainly be a problem.
The test screenshot is as follows: (note: The two sets of models used here are not the same as helmets, arms, and feet)
Unity3d role Dressup Implementation principle and steps
Another set:
Unity3d role Dressup Implementation principle and steps