http://www.cnblogs.com/dosomething/archive/2012/04/15/2450526.html
1. Role model Making
Unity3d supports skin animations but does not support physique animations will discover that physique animations are badly deformed in unity
So the skeleton animation of the model is made with 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 hide the skeleton and then separate the model with the skeleton bound because the batch also goes wrong
Add editable mesh to modify panel after conversion and to avoid errors check to see if the Uvs are anti-stick
2. Role model Export
Make sure that the exported model is already bound to the bone in export settings as needed to choose whether to export animation
and unit relationships in 3dsmax and Unity3d.
3. The model in the official charactercustomization
From the official Dressup demo, one of his character models contains several models to be changed, such as two clothing models, three hair models, etc.
Do we have to do the "model overlay" in the process of art production?
The purpose of this demo is to make the model a 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.
For example, male characters use a set of female characters to use another set when you enter the create character scene and then display different animations based on the gender of the player's chosen character.
4. Role Model Packaging Skills
The reason for this is that the official demo has been implemented because of a common set of bones
So when we're packing, we'll separate the skeleton from the model and pack the parts of the model (such as hair, arms, etc.) separately.
A male character, for example, would put his base skeleton into a bag and then pack the models of the parts of the body separately.
If a model consists of five parts of the head, face, body, arm, and foot, then it will be packaged with six resource bundles, namely the base bone, heads, face, body, arms, feet
This allows you to switch the body parts of the model individually during the creation of a role.
The packaging process is the same as the official demo package, except that the author of the package has generated a configuration table for the Dressup.
6. Loading of role models
Unity3d using WWW for resource loading if you put resources on an HTTP server (including native IIS) you need a crossdomain XML configuration locally you do not need
Load should first load the base bone after loading and then load the default role model to display such as the novice model
After loading, you want to extract the bone information that is recorded in each model to attach the model to the corresponding bone based on this information
To avoid gaps between models, you should merge the model meshes
After the completion of the above work, the model loading has been realized
7, the role model of the dress up
Back to the Role model packaging topic
Imagine a male character with 10 sets of clothing to replace the common skeleton is a set of
So when you're packing, you'll still pack the skeleton in a separate package and then pack all the other models.
A summary is a set of bones corresponding to the n model of the N models are 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, the new arm and the body on the other than the arm of the model and then a mesh merge
In other words, changing one part of the body is actually updating the entire character model.
One thing to note here is that the underlying skeleton doesn't have to be updated.
Imagine when the general character will have a "standing" or "breathing" action in the play. So if you update the base bone at the same time, the result is bound to have a "flash" phenomenon
This is because the previous animation has not finished playing and then updated the skeleton so the animation and start to play again there is no transition between this 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)
First set:
Another set: