wiseglove數據手套驅動unity3D遊戲角色右手模(mó)型關節
目前unity3D遊戲引擎(qíng)已(yǐ)經廣(guǎng)泛的用於遊戲開發,而且unity3d在國內發展比較迅速,已經成(chéng)為了主流的遊戲開發引擎之一。隨(suí)著越來越多的開發人員開始使用unity3D,網絡上unity3D的中(zhōng)文學習(xí)資料(liào)也逐(zhú)漸豐富。為了方便客戶使用wiseglove數據手套,我(wǒ)們(men)專門組織編寫了在Unity3D環境下調用wiseglove數據手套SDK開發包,用數(shù)據手套的實時數據來(lái)驅動unity3d中的角右手模型的demo程序。
Unity3D的新版動畫係統Mecanim已經對人類類型的角支(zhī)援設計了(le)一套(tào)殊的工作流程。用戶將3dsmax或者maya中導入的人形角導入unity3d後,需要為(wéi)角(jiǎo)創建Avatar,本質上就是分(fèn)析導入資源的骨骼結構,並對其進行標識,從而轉化成Mecanim可以識別的骨骼結構,或者(zhě)說轉化成通用的骨(gǔ)骼結構,這(zhè)也是為什麽在資源準(zhǔn)備時在骨骼的創建及命名要(yào)遵循一定的規範的原因,這樣方便mecanim對骨骼的(de)識別。
在導入(rù)的資源都具(jù)有通用的骨骼結(jié)構時,就可(kě)以(yǐ)實現動畫的共用。
在這(zhè)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(de)avatar映射的人手(shǒu)關節模型,這樣方便我們(men)對不(bú)同的(de)角的右手模型進行驅動。
下麵(miàn)是用於驅動(dòng)人手模型的代碼,需要將這段代碼掛載(zǎi)在場景中的角(jiǎo)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.
//將從數據手套獲取到的各個(gè)手指關節的Rotation賦值給下麵對應的Quaternion類型的公用變量,
//就可以實現手指關節的(de)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 () {
//獲取角的Animator組件
animator = transform.GetComponent();
//通過Animator組(zǔ)件獲取右手(shǒu)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 () {
//將從數(shù)據手套(tào)獲取到(dào)的旋轉量賦(fù)值(zhí)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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