A RetroSearch Logo

Home - News ( United States | United Kingdom | Italy | Germany ) - Football scores

Search Query:

Showing content from https://docs.unity3d.com/Manual/UsingHumanoidChars.html below:

Manual: Creating models for animation

Creating models for optimal performance

Importing models into Unity

Creating models for animation

This page contains guidance on creating a model for use with Unity’s Animation System.

For general best practice guidance on creating all types of models, see Creating models for optimal performance. For information on importing a model with animations into Unity, see Importing a model with humanoid animations or Importing a model with non-humanoid (generic) animations.

Stages for preparing a character (modeling, rigging, and skinning)

There are two types of models that you can use with Unity’s Animation System:

Both require a rigged, skinned model. The stages of creating such a model are:

  1. Modeling: Creating the model. The model contains the meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
    See in Glossary
    , textures, and so on.
  2. Rigging: Creating the skeleton, also called the rig or jointA physics component allowing a dynamic connection between Rigidbody components, usually allowing some degree of movement such as a hinge. More info
    See in Glossary
    hierarchy. This defines the bones inside the mesh, and their movement in relation to one another.
  3. Skinning: Joining the mesh to the skeleton. This defines which parts of the character mesh move when a given joint is animated.

You usually perform all of these steps in 3D modeling software (such as Autodesk® 3ds Max®, Autodesk® Maya®, or Blender), export the resulting model, and import it into Unity.

Modeling

There are a few guidelines you can follow to ensure a model works well with animation in a Unity Project:

Skin Mesh, textured and triangulated Rigging

3D modeling software provides a number of ways to create joints for your rig.

For a Humanoid model, there are specific requirements for the skeleton so that Unity can match it to a Humanoid Avatar:

Biped Skeleton, positioned in T-pose

For a Generic model, the only requirement is that the skeleton contains a bone that you can designate as the Root nodeA transform in an animation hierarchy that allows Unity to establish consistency between Animation clips for a generic model. It also enables Unity to properly blend between Animations that have not been authored “in place” (that is, where the whole Model moves its world position while animating). More info
See in Glossary
when you import the model. This effectively defines the model’s center of massRepresents the average position of all mass in a Rigidbody for the purposes of physics calculations. By default it is computed from all colliders belonging to the Rigidbody, but can be modified via script. More info
See in Glossary
.

Skinning

The initial setup is typically automated. Skinning usually requires a fair amount of work and testing with animations in order to ensure satisfactory results for the skin deformation.

Interactive Skin Bind, one of many skinning methods

Some general guidelines for this process include:

Exporting and verifying your model

Unity imports a number of different generic and native 3D file formats, but the recommended file format is .fbx. For more information, see Model file formats.

When you use .fbx, you can:

Creating models for optimal performance

Importing models into Unity


RetroSearch is an open source project built by @garambo | Open a GitHub Issue

Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo

HTML: 3.2 | Encoding: UTF-8 | Version: 0.7.4