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常用操作
- 创建uma-core-text recipe
- 创建uma-core-race data
- 选中模型rig-animation type设置humanoid-apply-configure-uma菜单栏Extract T-pose
- race data设置Race Name,T-pose,Base Race Recipe
- text recipe设置RaceData
- Slot Builder-菜单栏uma,Slot Builder-拖动fbx的skinned mesh renderer到seams mesh,UMAMeterial设置成UMA_Cutout_Diffuse_Normal_Specular,slot destination folder设置生成的slot目录, 勾选Create Overlay,Binary Serialization,Add To Global Library,设置Keep Bones Containing值为seams mesh的Root Bone,拖动skinned mesh renderer到slot mesh,点击生成slot name,点击create slot生成slot
- slot overlay-material设置3,拖动textures的纹理到_maintex,_bumpmap,_specglossmap
捏脸
一、调整骨骼
- 创建uma-DNA-dynamicconvertercontroller
- 创建uma-DNA-dynamicdnaasset
- dynamicdnaasset设置-填写addname-add
- dynamicconvertercontroller设置-dna asset-add converters(skeletondnaconverter)-add-add modifier填入xx骨骼名-scale-add-modifying dna-+-选择dna name
- race data设置,拖动dna converter到dna converter list
二、调整blendshape
- 场景里创建gameobject,添加morphsetdnaconverterbehaviour脚本,创建预制体xxconverter
- 创建uma-DNA-dynamicdnaasset
- 创建uma-dna-legacy-morphsetdna
- dynamicdnaasset设置-填写addname-add-dnatypehash,edit-复制值
- morphsetdna设置-张贴值到dnatypehash-dnamorphs下点+-填写dnaname-blendshapeone(这个值来自blender里的blendshape,在场景里dynamic character avatar节点下的umarenderer的blendshapes里也有)
- 预制体xxconverter设置-张贴值到dnatypehash-分别拖动上面创建的2个到dnaasset和morphset
- race data设置,拖动xxconverter到dna converter list
- 场景里dynamic character avatar设置-advanced options-enabled "load blendshapes"
- 运行场景-dynamic character avatar-uma data-dna-切换到这里创建的dynamicdnaasset-拖动即可进行捏脸
换装
- 创建uma-core-overlay asset
- 创建uma-dcs-wardrobe recipe
- overlay asset设置-overlay name-material-add slot-_maintex
- wardrobe recipe设置-race data-wardrobe slot-add overlay
- 运行后将wardroberecipe拖动到load default recipes即可
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