• wiseglove數據手套驅動unity3D遊戲角(jiǎo)色右手模型關節

    2017/2/20      點擊:

    目前unity3D遊戲引擎已經廣泛的用於遊戲開(kāi)發,而且unity3d在國內發展比較迅速,已經成為了主流的遊(yóu)戲開發引擎(qíng)之一。隨著越來越(yuè)多的開發(fā)人員開(kāi)始使用(yòng)unity3D,網絡上unity3D的中文學習資料(liào)也逐漸豐富。為了方便(biàn)客戶使用wiseglove數據手套,我們專(zhuān)門組織編寫了在(zài)Unity3D環境下調用(yòng)wiseglove數據手(shǒu)套SDK開發包,用數(shù)據手(shǒu)套的實時數據來驅動unity3d中的角色右手模型的demo程序。

    Unity3D的新版動畫係統Mecanim已經對(duì)人類類型的角色支援設計了一套殊的工作流程。用戶將3dsmax或者maya中導(dǎo)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的骨骼結構,並對其進行(háng)標識,從而轉(zhuǎn)化成Mecanim可(kě)以識別的骨骼結構,或者說轉化成通用的(de)骨骼結構,這也是為什麽在資源準備時在(zài)骨骼的創建及命名要遵(zūn)循一定的規範的原(yuán)因,這樣方便mecanim對骨骼的識別(bié)。

    在導入的(de)資源都具有通用的骨骼結構時,就可以實現動畫的共用。

    在這裏我們用wiseGlove數據手套驅動右手模型(xíng)時也使用了unity標準的avatar映射的人手關節模型,這樣方便我們對不同的角色的右手模型進行驅動。

    下麵是用於驅動(dòng)人手模型的代碼,需要將這(zhè)段代(dài)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.


        //將從數據手(shǒu)套獲取到(dào)的各個手指關節的Rotation賦值給(gěi)下麵對應的Quaternion類型的公用變(biàn)量,

        //就可以實(shí)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 () {

            //獲取角(jiǎo)色的Animator組件

            animator = transform.GetComponent();

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

            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(jiāng)從數據手套獲取(qǔ)到的旋轉(zhuǎn)量賦值給相應的手指關節的localRotaion就可(kě)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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