Humanoid Avatars
| When you select a mesh on the project panel, in the inspector will have 3 tab Model, Rig and Animations. |
| To configure the avatar, click the Rig tab. |
| We assume the avatar is humanoid so the animation type should be humanoid. |
| This is Avatar Definition party and that is the option. Copy from other avatar means simply copy other avatar definition |
| Checking Optimize game objects, Unity will not create extra empty game object |
| To expose a transform, click the + sign and find the one you want. |
| Choose the one you want and need to configure it after this. |
| When this come out, choose apply if you want to keep your changes. |
| This is the configuration scene that in inspector have Mapping and Muscle |
| This is the representation of humanoid model with various circle and dot. It represent bone of the model. |
| This part will allow you to choose which one you want to look |
| This is the list off all bone |
| Mapping have for option. Clear for clearing all the bone Automap will get unity auto detect the bone Load and save are use for dealing with humanoid template |
| Pose are for making the model to pose and when finish. click apply |
| Then click for the muscle tab. This is the three group subset. First group is just a preview of overall movement. |
| Second group setting is for adjust range of muscle movement |
| The third group is additional setting. Twist setting for how much the muscle can twist and stretch is for how much it can stretch Feet spacing ts the default for spacing between the avatar |
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