WiseGlove數據手套驅動unity3D游戲角色右手模型關節(jié)
目前unity3D游戲引擎已經廣泛的用于游戲開發(fā),而且unity3d在國內發(fā)展比較迅速,已經成為了主流的游戲開發(fā)引擎之一。隨著越來越多的開發(fā)人員開始使用unity3D,網絡上unity3D的中文學習資料也逐漸豐富。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(huán)境下調用wiseglove數據手套SDK開發(fā)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的新版動畫系統(tǒng)Mecanim已經對人類類型的角色支援設計了一套特殊的工作流程。用戶將3dsmax或者maya中導入的人形角色導入unity3d后,需要為角色創(chuàng)建Avatar,本質上就是分析導入資源的骨骼結構,并對其進行標識,從而轉化成Mecanim可以識別的骨骼結構,或者說轉化成通用的骨骼結構,這也是為什么在資源準備時在骨骼的創(chuàng)建及命名要遵循一定的規(guī)范的原因,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,就可以實現動畫的共用。
在這里我們用wiseGlove數據手套驅動右手模型時也使用了unity標準的avatar映射的人手關節(jié)模型,這樣方便我們對不同的角色的右手模型進行驅動。
下面是用于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.
//將從數據手套獲取到的各個手指關節(jié)的Rotation賦值給下面對應的Quaternion類型的公用變量,
//就可以實現手指關節(jié)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(jié)
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關節(jié)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;
}
}
Unity3d Avatar右手各關節(jié)的位置以及名稱如下圖:
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