• wiseglove數據手套驅動unity3D遊戲角色右手模型關節

    2017/2/20      點擊:

    目前unity3D遊(yóu)戲引擎已經廣泛的用於遊戲開發,而(ér)且unity3d在國內發展比較(jiào)迅速,已經(jīng)成為了主流的遊戲開發引擎之(zhī)一。隨著越來越多的開發人員開始使用unity3D,網絡上unity3D的中文學習(xí)資料也逐漸豐富。為了方便客(kè)戶使用wiseglove數據手套,我們專門組織編寫了在Unity3D環(huán)境下調用wiseglove數據手套SDK開發包,用數據手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已經對人類類型的角色支(zhī)援設計了一套殊的工作流(liú)程。用戶將(jiāng)3dsmax或者maya中導入的人形角(jiǎo)色(sè)導入unity3d後,需要為角色創建Avatar,本質上就(jiù)是(shì)分析導入(rù)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,或者說轉化成通(tōng)用的骨骼(gé)結構(gòu),這也是為什麽在資(zī)源準備時在骨骼的創建及命(mìng)名(míng)要遵循一定的規範(fàn)的原因,這樣方便mecanim對骨骼的識別。

    在導入的資(zī)源都具有(yǒu)通用(yòng)的骨骼結構時,就可以實現動(dòng)畫的(de)共(gòng)用。

    在這裏我們用wiseGlove數(shù)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(jiē)模型,這樣方便我(wǒ)們對不同的角色的右手模型進行驅動。

    下麵是用於(yú)驅動人手模型的代碼,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.


        //將從數(shù)據手套獲取到的各個手指關節的Rotation賦值給下(xià)麵對應的Quaternion類型的公用變量,

        //就可(kě)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 () {

            //獲取角色的Animator組件

            animator = transform.GetComponent();

            //通過Animator組件獲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 () {

            //將從數據手套獲取到的旋轉量賦值給相應的手指(zhǐ)關節的(de)localRotaion就(jiù)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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