Sunday, 20 July 2014

4. Humanoid Avatars

14:43 Posted by Unknown No comments
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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