At every frame, a change in the Root Transform is computed. The Root Transform is a projection on the Y plane of the Body Transform and is computed at runtime. Everything else: muscle curves and IK goals (Hands and Feet) are stored relative to the body transform. They are the only world-space curves stored in the Animation Clip. More info See in Glossary set up in the Avatar). When an Avatar is in place, the Animation system works in muscle space, which is more intuitive than bone space. More info See in Glossary (using the Muscle definitions This allows you to have more intuitive control over the character’s skeleton. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. The Body Transform and Orientation are stored in the Animation Clip Animation data that can be used for animated characters or simple animations. The required pose for the character to be in, in order to make an Avatar. More info See in Glossary T-Pose The pose in which the character has their arms straight out to the sides, forming a “T”. The Body Orientation is an average of the lower and upper body orientation relative to the Avatar An interface for retargeting animation from one rig to another. More info See in Glossary engine and provides the most stable displacement model. It is used in Mecanim’s retargeting Applying animations created for one model to another. The Body Transform is the mass center of the character.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |