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标题: 网格:FBX 导入器,绑定选项 [打印本页]

作者: .    时间: 2013-1-24 17:51
标题: 网格:FBX 导入器,绑定选项
The Rig TAB allows you to assign or create an avatar definition to your imported skinned model so that you can animate it - see Asset Preparation and ImportRIG 选项可以依据你导入的蒙皮物体指定或创建一个替身,这样就可以对其制作动画。 参见资源准备与导入If you have a humanoid character e.g. a biped (two legs) that has two arms and a head, then choose Humanoid and 'Create from this model' an Avatar will be created to best match the bone hierarchy - see Avatar Creation and Setup or you can pick an alternative avatar Definition that has already been set up.如果你有一个人性角色,比如,一个脑袋两条胳膊的两足动物,请选择Humanoid和'Create from this model',这样,一个完美匹配你角色骨骼关系的替身就可以被创建- 参见Avatar Creation and Setup ,或者你也可以选择其他预设好的替身。If you have a non humanoid character e.g. a qua***ped, or any animateable entity that you wish to use with Mecanim choose Generic after choosing you will then need to identify a bone in the drop down to choose as the root node.如果你的角色不是人形物体,比如一个四足动物或者任何其它的你想编辑动画的物体-并且你希望新的动画系统Mecanim,请选择Generic选项,然后你必须在下拉菜单中为你的动画模型定义一个骨骼作为根节点。Choose legacy if you wish to use the legacy animation system and import and use animations as with 3.x如果你想用旧版3.x的动画系统导入和编辑动画,请选择legacy选项。    Animation Type 动画类型
    The type of animation. 动画的类型
        None 无
    No animation present 没有预制动画
        Legacy 旧版
    Legacy animation system 旧版系统动画
        Generic 通用
    Generic Mecanim animation 通用Mecanim动画
        Humanoid 人形
    Humanoid Mecanim animation system 人形Mecanim动画系统
    Avatar Definition 替身定义
    Where to get the Avatar definition 在这里定义替身
        Create from this model 从这个模型创建
    The Avatar should be based on this model
    替身物体将依据选择的模型创建
        Copy from other Avatar 从其它替身拷贝
    Point to an Avatar config set up on another model.
    依据其它模型替身定义创建
    Configure... 配置...
    Go to the Avatar configuration
    Keep additional bones 保留额外骨骼
     【来源:互联网】
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