注意:这些设置用于导入在大多数 3D 建模应用程序中创建的模型和动画。但是,在 SketchUp 和 SpeedTree 中创建的模型会采用专用设置。有关更多信息,请参阅 SketchUp 设置和 SpeedTree Import Settings。
将模型文件放在 Unity 项目下的 Assets 文件夹中时,Unity 会自动导入这些文件并将它们存储为 Unity 资源。要在 Inspector 窗口中查看导入设置,请在 Project 窗口中单击该文件。通过在此窗口的四个选项卡上设置相应属性可以自定义 Unity 导入所选文件的方式:
一个 3D 模型可表示角色、建筑物或家具。在这些情况下,Unity 从单个模型文件创建多个资源。在 Project 窗口中,主导入对象是模型__预制件__。通常,该模型预制件还会引用多个__网格__对象。
一个骨架 (Rig)(有时称为 skeleton(骨骼框架)_)包含一组以层级视图排列的变形体 (deformer),这些变形体在 3D 建模应用程序(如 Autodesk® 3ds Max® 或 Autodesk® Maya®)中创建的一个或多个模型上对网格(有时称为_皮肤_)进行动画化。对于__人形 (Humanoid)_ 和__通用 (Generic)(非人形)模型,Unity 会创建 Avatar__ 来使导入的骨架与 Unity 游戏对象 (GameObject) 协调。
可以定义一组帧上发生的任何不同姿势(例如行走、奔跑甚至空闲状态(从一只脚移动到另一只脚))的序列作为动画剪辑。可以对任何具有相同骨架的模型重用剪辑。通常,单个文件包含多个不同的动作,可将每个动作定义为特定的__动画剪辑__。
可以提取材质和纹理或将它们嵌入模型中。还可以调整材质在模型中的贴图方式。
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