wiseglove數據手(shǒu)套驅動unity3D遊戲角色右手模型關節
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;
}
}
- 上一篇:虛擬(nǐ)現實開發引擎Unity3D與unreal比(bǐ)較 2017/3/10
- 下(xià)一篇:WiseGlove可(kě)穿戴戰術(shù)智能數據手套 2017/2/19
