模型文件可包含各种数据,例如角色和地形网格、动画骨架和剪辑以及材质和纹理。最有可能的情况是,文件未同时包含所有这些元素,但可以根据需要按照本工作流程的任何部分进行操作:
注意:此工作流假定已经有需要导入的模型文件。如果还没有文件,可先阅读有关如何导出 FBX 文件的指南,再从 3D 建模软件导出文件。有关如何从 3D 建模软件导出人形 (Humanoid) 动画的指南,请参阅做好导出人形模型的准备。
无论要从模型文件中提取哪种数据,始终以相同的方式开始:
打开 Project 窗口和 Inspector,确保能同时看到这两个界面。
从 Project 窗口的 Asset 文件夹中选择要导入的模型文件。
Inspector 中将打开 Import Settings 窗口,其中默认显示 Model 选项卡。
SpeedTree 模型与其他模型可用的选项非常不同。例如,SpeedTree Model 选项卡提供的选项主要用于设置 LOD 级别之间的过渡。
角色和动画模型在其 Model 选项卡上提供更多样化的选项,允许您:
如果文件包含动画数据,可遵循使用 Rig 选项卡设置骨架并使用 Animation 选项卡提取或定义动画剪辑的准则。人形和通用(非人形)动画类型的工作流程不同,因为 Unity 要求人形类型有非常具体的骨骼结构,但对于通用类型只需了解哪个骨骼是根节点:
注意:SpeedTree 型号不具有 Rig 和 Animation 选项卡。
如果文件包含__材质__或__纹理__,可定义它们的处理方式:
最后,可将文件导入场景中:
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