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网格:网格导入设置

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发表于 2013-1-24 17:50:05 |只看该作者 |倒序浏览
The Import Settings for a model file will be displayed in the Model tab of the FBX importer inspector when the model is selected. These affect the mesh, it's normals and imported materials. Settings are applied per asset on disk so if you need assets with different settings make (and rename accordingly) a duplicate file.当一个模型被选择的时候,我们在FBX importer inspector面板的Model选项卡下将看到这个模型的导入设置选项。这些选项将影响到模型的网格、法线,以及导入的材质。这些设置将实际作用于磁盘上的文件,所以,如果你想对一个文件使用不同的设置,请复制它并且改名。Although defaults can suffice initially, it is worth studying the settings glossary below, as they can determine what you wish to do with the game object.尽管默认设置已经能满足一般要求,阅读下面的说明将会让你更容易的。Some general adjustments to be made for example might be:例如一些一般性的调整可能是:    Scale - this scale factor is used for compensating difference in units between Unity and 3d modeling tool - it rescales whole file. If you do not care about units you can simply set it to 1.
    Scale缩放系数:这里的Scale Factor是为了补偿unity和其它三维建模软件间的单位差异-它将缩放整个模型,如果你不关心单位的话,你可以简单的将它设定为1。
    Generate colliders - this will generate a collison mesh to allow your model to collide with other objects - see notes below.
    Generate colliders生成碰撞:这将赋予网格碰撞属性,使你的模型可以与其它物体产生碰撞-参见下面的介绍
    Material Naming and Search - this will help you automatically setup your materials and locate textures
    Material Naming and Search材质命名和搜索:有助于自动设定模型上依附的材质和贴图
FBX Importer Inspector: Model tab
FBX 导入器检视窗口:Model选项卡    [Meshes 网格]
Scale Factor 缩放系数
    Unity's physics system expects 1 meter in the game world to be 1 unit in the imported file. If you prefer to model at a different scale then you can compensate for it here. defaults for different 3D packages are as follows .fbx, .max, .jas, .c4d = 0.01, .mb, .ma, .lxo, .dxf, .blend, .dae = 1 .3ds = 0.1
    Unity的物理系统默认游戏世界中的一米等于导入的文件中的一个单位。如果你喜欢用不同的大小单位建模,在这里可以得到校正补偿。一些常见的3D文件格式Scale Factor的默认值:fbx, .max, .jas, .c4d = 0.01,.mb, .ma, .lxo, .dxf, .blend, .dae = 1 .3ds = 0.1。
    Mesh Compression 网格压缩
    Increasing this value will reduce the file size of the mesh, but might introduce irregularities. It's best to turn it up as high as possible without the mesh looking too different from the uncompressed version. This is useful for optimizing game size.
    增大这个值将减小网格体的文件大小,但有可能导致网格出现错误。在网格看起来和没压缩前没有太大区别的前提下,最好将这个值调到尽可能大。这将有助于优化游戏optimizing game size。
    Read/Write Enabled 读/写 启用
    Enables the mesh to be written at&nbsp***ntime so you can modify the data - makes a copy in memory.
    使模型可被实时读写,这样你就可以修改数据 – 在内存中制作一个拷贝。
    Optimize Mesh 优化网格
    This option determines the order in which triangles will be listed in the mesh.
    此项确定三角形在网格列出的顺序。
    Import BlendShapes 导入混合图形
    Disable this if your file contains BlendShapes and you don't want them to be imported.
    如果你的文件包含BlendShapes并且你不希望它们被导入,禁用此项。
    Generate Colliders 生成碰撞
    If this is enabled, your meshes will be imported with Mesh Colliders automatically attached. This is useful for quickly generating a collision mesh for environment geometry, but should be avoided for geometry you will be moving. For more info see Colliders below.
    如果勾选,模型在导入时将自动加上Mesh Colliders。在导入环境静态物体时可以让其快捷的产生碰撞,但不要对场景中的移动物体使用这个选项。更多信息参见下面的Colliders。
    Swap UVs 交换UV
    Use this if lightmapped objects pick up the wrong UV channels. This will swap your primary and secondary UV channels.
    如果你的光照烘焙贴图识别了错误的UV通道,勾选这个选项。以交换第一和第二UV通道。
    Generate Lightmap 生成光照贴图
    Use this to create the second UV channel to be used for Lightmapping.
    使用这个选项产生用于光照贴图的第二UV通道。
        Advanced Options 高级选项
    See Lightmapping UVs document.
    [Normals & Tangents 法线和切线]
Normals 法线
    Defines if and how normals should be calculated. This is useful for optimizing game size.
    定义是否以及如何计算法线,有助于优化游戏optimizing game size
        Import 导入
    Default option. Imports normals from the file.
    默认选项,从文件导入法线。
        Calculate 计算
    Calculates normals based on Smoothing angle. If selected, the Smoothing Angle becomes enabled.
    依照Smoothing angle计算法线,选择后Smoothing angle激活。
        None 无
    Disables normals. Use this option if the mesh is neither normal mapped nor affected by realtime lighting.
    禁用法线。如果模型既没有法线投射,也不被实时光照影响。
    Tangents 切线
    Defines if and how tangents and binormals should be calculated. This is useful for optimizing game size.
    定义是否以及如何计算切线,有助于优化游戏optimizing game size
        Import 导入
    Imports tangents and binormals from the file. This option is available only for FBX, maya and 3dsmax files and only when normals are imported from the file.
    从文件中导入切线和双法线,只有文件格式是FBX、Maya 和 3dsMax时,并且法线已从文件中导入后,这个选项才可用。
        Calculate 计算
    Default option. Calculates tangents and binormals. This option is available only when normals are either imported or calculated.
    默认选项,计算切线和双法线,只有当法线已从文件中导入或计算后,这个选项才可用。
        None 无
    Disables tangents and binormals. The mesh will have no Tangents, so won't work with normal-mapped shaders.
    关闭切线和双法线,网格将不具有切线,因此将不支持法线贴图着色渲染器。
    Smoothing Angle 平滑角度
    Sets how sharp an edge has to be in order to be treated as a hard edge. It is also used to split normal map tangents.
    设置一个边的锋利程度,决定是否将其处理为硬边。同时用于分割法线贴图切线。
    Split Tangents 分割切线
    Enable this if normal map lighting is broken by seams on your mesh. This usually only applies to characters.
    如果你的模型因法线贴图出现接缝,激活这个选项。一般情况下这个选项只作用于角色。
    [Materials 材质]
Import Materials 导入材质
    Disable this if you don't want materials to be generated. Default-Diffuse material will be used instead.
    如果你不想你的模型产生材质,请关闭它,系统将用默认的漫反射材质取代。
    Material Naming 材质命名
    Controls how Unity materials are named:
    决定Unity材质的命名方式。
        By Base Texture Name 依照基础贴图名称
    The name of the diffuse texture of the imported material that will be used to name the material in Unity. When a diffuse texture is not assigned to the material, Unity will use the name of the imported material.
    导入材质中的漫反射贴图名称将作为unity中的材质名称。如果导入的材质中不含漫反射贴图,unity将用导入的材质名称命名。
        From Model's Material 来自模型的材质名
    The name of the imported material will be used for naming the Unity material.
    导入材质的名称将被用作unity材质名称。
       Model Name + Model's Material 模型名+模型材质名
    The name of the model file in combination with the name of the imported material will be used for naming the Unity material.
    导入模型的名称加上导入的材质名称被用作unity材质名称。
        Texture Name or Model Name + Model's Material (Obsolete) 贴图或模型名称+模型材质(旧版)
    The name of the diffuse texture of the imported material will be used for naming the Unity material. When a diffuse texture is not assigned or it cannot be located in one of the Textures folders, then the material will be named by Model Name + Model's Material instead. This option is backwards compatible with the behavior of Unity 3.4 (and earlier versions). We recommend using By Base texture Name, because it is less complicated and has more consistent behavior.
    导入材质中的漫反射贴图名称将作为unity中的材质名称。如果导入的材质中不含漫反射贴图,将不会自动定位贴图文件夹,材质将被因此命名为:模型名称+模型材质。这个选项向下兼容Unity3.4以及更早版本。我们建议使用By Base texture Name,,因为这更清晰明了。
    Material Search 材质搜索
    Controls where Unity will try to locate existing materials using the name defined by the Material Naming option:
    决定Unity如何根据Material Naming选项,搜索定位一个材质 。
        Local 局部
    Unity will try to find existing materials only in the "local" Materials folder, ie, the Materials subfolder which is the same folder as the model file.
    Unity将仅在“局部”材质文件夹搜索,比如,和模型文件在同一个文件夹下的材质子文件夹 。
        Recursive-Up 递归向上
    Unity will try to find existing materials in all Materials subfolders in all parent folders up to the Assets folder.
    Unity将向上搜索Assets文件夹中所有的材质子文件夹。
        Everywhere 任何地方
    Unity will try to find existing materials in all Unity project folders.
    Unity将在整个project文件夹中搜索材质。【来源:互联网】
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