Tuesday, 29 July 2014

Humanoid Avatars

For Humanoid Characters,Can be configured to your own specification.


There are 3 tabs in the inspector panel, Model, Rig and Animation.To configure the Avatar click the rig tab, and make sure that the animation type is under "Humanoid" and then there will be a tick on the configure button below,You can configure your model manually . 
There is a game object box where you can click and chose a certain part from the avatar's heir achy

The Configuration scene is empty except for the hierachy of the Avatar. The inspector now has two tabs, Mapping and Muscles.


The inspector shows which of the bones are required and which are optional - the optional ones can have their movements interpolated automatically. For Mecanim to produce a valid match, your skeleton needs to have at least the required bones in place. In order to improve your chances for finding a match to the Avatar, name your bones in a way that reflects the body parts they represent (names like “LeftArm”, “RightForearm” are suitable here).
If the model does NOT yield a valid match, you can manually follow a similar process to the one used internally by Mecanim:-
  1. Sample Bind-pose (try to get the model closer to the pose with which it was modelled, a sensible initial pose)
  2. Automap (create a bone-mapping from an initial pose)
  3. Enforce T-pose (force the model closer to T-pose, which is the default pose used by Mecanim animations)


If the auto-mapping (Mapping->Automap) fails completely or partially, you can assign bones by either dragging them from the Scene or from the Hierarchy. If Mecanim thinks a bone fits, it will show up as green in the Avatar Inspector, otherwise it shows up in red.
Finally, if the bone assignment is correct, but the character is not in the correct pose, you will see the message “Character not in T-Pose”. You can try to fix that with Enforce T-Pose or rotate the remaining bones into T-pose

Muscle Setup
Mecanim allows you to control the range of motion of different bones using Muscles.
Once the Avatar has been properly configured, Mecanim will “understand” the bone structure and allow you to start working in the Muscles tab of the Avatar Inspector. Here, it is very easy to tweak the character’s range of motion and ensure the character deforms in a convincing way, free from visual artifacts or self-overlaps.

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