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    wiseglove數據手(shǒu)套驅動unity3D遊戲角色右手模型關節

    2017/2/20      點擊:

    目(mù)前(qián)unity3D遊戲引(yǐn)擎已經廣泛的用(yòng)於遊戲開發,而且unity3d在國內發展(zhǎn)比較迅速,已經成為了主流的遊戲開發(fā)引擎(qíng)之一。隨著(zhe)越來越多(duō)的開發人員開(kāi)始使用unity3D,網絡上unity3D的中文(wén)學習資料也逐漸豐(fēng)富。為了方便客戶使用wiseglove數據手套,我們專門組織編寫了在Unity3D環境下調(diào)用wiseglove數據手套SDK開發包,用數(shù)據手套的實時數據(jù)來驅動unity3d中的角色右手模型的(de)demo程序。

    Unity3D的新版動畫(huà)係統Mecanim已經對人類類型的角色支援設計了一套殊的(de)工作流程。用戶將3dsmax或者maya中導入的人形角色導入unity3d後,需要為角色創建Avatar,本質上就是分析導入資源(yuán)的骨骼結構,並對其進行標識,從而轉化成Mecanim可以識(shí)別的骨骼結構,或者說(shuō)轉化成通用的骨骼結構,這也是為什麽在資源準備(bèi)時在骨骼的創建及命(mìng)名要遵循一定的規範的原因,這樣方便mecanim對骨骼的識別。

    在導入的資源都具有通用的骨骼結構時(shí),就可以實現動畫的共用。

    在這裏我(wǒ)們用wiseGlove數據手套驅動右手模型時也使用了unity標準的avatar映射的人手關(guān)節模型,這(zhè)樣方(fāng)便我們對不同的角色的右手模型進行驅(qū)動。

    下麵是用於(yú)驅動人手模型的代(dài)碼,需要將這段代碼掛載在場景中的角色身上:

     

    using System.Collections;

    using System.Collections.Generic;

    using UnityEngine;


    public class RightHand : MonoBehaviour {

        Animator animator;

        Transform rightThumbProximal; //This is the right thumb 1st phalange.

        Transform rightThumbIntermediate; // This is the right thumb 2nd phalange.

        Transform rightThumbDistal;    //This is the right thumb 3rd phalange.

        Transform rightIndexProximal; // This is the right index 1st phalange.

        Transform rightIndexIntermediate; // This is the right index 2nd phalange.

        Transform rightIndexDistal; // This is the right index 3rd phalange.

        Transform rightMiddleProximal; // This is the right middle 1st phalange.

        Transform rightMiddleIntermediate;// This is the right middle 2nd phalange.

        Transform rightMiddleDistal;// This is the right middle 3rd phalange.

        Transform rightRingProximal;// This is the right ring 1st phalange.

        Transform rightRingIntermediate;// This is the right ring 2nd phalange.

        Transform rightRingDistal;// This is the right ring 3rd phalange.

        Transform rightLittleProximal;// This is the right little 1st phalange.

        Transform rightLittleIntermediate;// This is the right little 2nd phalange.

        Transform rightLittleDistal;// This is the right little 3rd phalange.


        //將從(cóng)數據手套(tào)獲(huò)取(qǔ)到的各個手指關節的Rotation賦值給下麵對應的Quaternion類型的(de)公用變量,

        //就可以實現手指關節的運動

        public Quaternion R_Thumb_P_rotation; //R-right,T-Thumb,P-Proximal

        public Quaternion R_Thumb_I_rotation;

        public Quaternion R_Thumb_D_roatation;

        public Quaternion R_Index_P_rotation; //R-right,I-Index,P-Proximal

        public Quaternion R_Index_I_rotation;

        public Quaternion R_Index_D_roatation;

        public Quaternion R_Middle_P_rotation; //R-right,M-Middle,P-Proximal

        public Quaternion R_Middle_I_rotation;

        public Quaternion R_Middle_D_roatation;

        public Quaternion R_Ring_P_rotation; //R-right,R-Ring,P-Proximal

        public Quaternion R_Ring_I_rotation;

        public Quaternion R_Ring_D_roatation;

        public Quaternion R_Little_P_rotation; //R-right,L-Little,P-Proximal

        public Quaternion R_Little_I_rotation;

        public Quaternion R_Little_D_roatation;


        // Use this for initialization

        void Start () {

            //獲(huò)取角色的Animator組件

            animator = transform.GetComponent();

            //通過Animator組件獲(huò)取右手手指的各個關(guān)節

            rightThumbProximal = animator.GetBoneTransform(HumanBodyBones.RightThumbProximal); 

            rightThumbIntermediate = animator.GetBoneTransform(HumanBodyBones.RightThumbIntermediate);

            rightThumbDistal = animator.GetBoneTransform(HumanBodyBones.RightThumbDistal);

            rightIndexProximal = animator.GetBoneTransform(HumanBodyBones.RightIndexProximal);

            rightIndexIntermediate = animator.GetBoneTransform(HumanBodyBones.RightIndexIntermediate);

            rightIndexDistal = animator.GetBoneTransform(HumanBodyBones.RightIndexDistal);

            rightMiddleProximal = animator.GetBoneTransform(HumanBodyBones.RightMiddleProximal);

            rightMiddleIntermediate = animator.GetBoneTransform(HumanBodyBones.RightMiddleIntermediate);

            rightMiddleDistal = animator.GetBoneTransform(HumanBodyBones.RightMiddleDistal);

            rightRingProximal = animator.GetBoneTransform(HumanBodyBones.RightRingProximal);

            rightRingIntermediate = animator.GetBoneTransform(HumanBodyBones.RightRingIntermediate);

            rightRingDistal = animator.GetBoneTransform(HumanBodyBones.RightRingDistal);

            rightLittleProximal = animator.GetBoneTransform(HumanBodyBones.RightLittleProximal);

            rightLittleIntermediate = animator.GetBoneTransform(HumanBodyBones.RightLittleIntermediate);

            rightLittleDistal = animator.GetBoneTransform(HumanBodyBones.RightLittleDistal);

        }


        // Update is called once per frame

        void Update () {

            //將從數據手(shǒu)套(tào)獲取到的旋轉量賦值給(gěi)相應的手指關節的localRotaion就可以了

            rightThumbProximal.localRotation= R_Thumb_P_rotation;

            rightThumbIntermediate.localRotation = R_Thumb_I_rotation;

            rightThumbDistal.localRotation = R_Thumb_D_roatation;

            rightIndexProximal.localRotation = R_Index_P_rotation;

            rightIndexIntermediate.localRotation = R_Index_I_rotation;

            rightIndexDistal.localRotation = R_Index_D_roatation;

            rightMiddleProximal.localRotation = R_Middle_P_rotation;

            rightMiddleIntermediate.localRotation = R_Middle_I_rotation;

            rightMiddleDistal.localRotation = R_Middle_D_roatation;

            rightRingProximal.localRotation = R_Ring_P_rotation;

            rightRingIntermediate.localRotation = R_Ring_I_rotation;

            rightRingDistal.localRotation = R_Ring_D_roatation;

            rightLittleProximal.localRotation = R_Little_P_rotation;

            rightLittleIntermediate.localRotation = R_Little_I_rotation;

            rightLittleDistal.localRotation = R_Little_D_roatation;


        }

    }

     

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