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个人游戏《Hooo的传奇》开发日志:使用Auto IK Rigger+Bone Layer Manager+Orient bone shapes优化我的蒙皮绑定工作流

开发游戏的老王 发布时间:2020-11-23 09:15:49 ,浏览量:1

标题中的三个插件:

  • 《Auto IK Rigger:一个可以真·一键绑定的轻量级Blender插件》(该插件为付费插件,不提供下载,见谅)
  • Bone Layer Manager 0.84 的下载
  • 《Blender图解教程:使用Orient bone shapes插件轻松解决设置骨骼自定义形状(Bone Custom Shapes)时的各种痛点(附下载)》

文章目录
      • 优化一下工作流
      • 一些优化设置
        • 附:bone_names.json

优化一下工作流

最近在开发游戏的时候又遇到一个比较头疼的问题:角色设计。虽然前几天设计了几个版本,但是由于种种原因还要重新设计,而且形体的变化也会比较大,未来这种情况也会时有发生(关于角色设计问题的总结将另起博文详述)。所以产生一个问题:动不动就要重新蒙皮绑定,或者为骨架添加一些新的结构。以前用Rigify总的来说是不错的,但Rigify的绑定层次比较深,如果想快速地添加一些自定义结构,都需要从Metarig做起,生成完Rig还要重新修改脚本来编辑骨骼组,还是很繁琐。

想来想去,针对自身的情况,老王打算尝试一下新的工具(也就是题目中的三个插件)和工作流(先用临时模型动画,角色慢慢设计)。 Auto IK Rigger的优点:

  • 简单:易于二次开发。
  • 先蒙皮再绑定,这样就可以借助Mixamo的实现蒙皮。

其它两个插件是辅助插件,用于管理骨骼组和设置自定义形状。

在这里插入图片描述

一些优化设置
  • Mixamo骨骼重命名:使用Ctrl + F2批量重命名,去掉前缀mixamorig:并将"Left/Right"替换为L./R.我的bone_names.json文件见下面
  • 在Auto IK Rigger可以把不需要形变的骨骼都取消deform勾选,默认都是勾选的。可以用Bone Layer Manager的Deform Bones Only过滤显示并检查一下。
  • 可以把所有骨骼不需要的变换轨道锁定。
附:bone_names.json
{
   "Head":[
      "bip_head",
      "Head",
	  "mixamorig:Head",
	  "Head",
	  "head neck upper",
      "G_head",
	  "head",
	  "head.x"
   ],
   "Neck":[
      "bip_neck",
	  "Neck",
	  "head neck lower",
	  "mixamorig:Neck",
	  "Neck",
      "G_neck",
	  "neck_01",
	  "neck.x"
   ],
   "Pelvis":[
      "bip_pelvis",
	  "mixamorig:Hips",
	  "Hips",
	  "Pelvis",
	  "root hip",
	  "Rot",
      "G_pelvis",
	  "pelvis",
	  "root.x"
   ],
   "Left_Arm":[
      "bip_upperArm_L",
	  "arm left shoulder 2",
	  "mixamorig:LeftArm",
	  "L.Arm",
	  "ShoulderL",
      "G_uparm_L",
	  "upperarm_l",
	  "arm_stretch.l"
   ],
   "Left_Elbow":[
      "bip_lowerArm_L",
	  "arm left elbow",
	  "mixamorig:LeftForeArm",
	  "L.ForeArm",
	  "ArmL",
      "G_lowarm_L",
	  "lowerarm_l",
	  "forearm_stretch.l"
   ],
   "Left_Hand":[
      "bip_hand_L",
	  "arm left wrist",
	  "mixamorig:LeftHand",
	  "L.Hand",
	  "HandL",
      "GD_hand_L",
	  "hand_l",
	  "hand.l"
   ],
   "Right_Arm":[
      "bip_upperArm_R",
	  "arm right shoulder 2",
	  "mixamorig:RightArm",
	  "R.Arm",
	  "ShoulderR",
      "G_uparm_R",
	  "upperarm_r",
	  "arm_stretch.r"
   ],
   "Right_Elbow":[
      "bip_lowerArm_R",
	  "arm right elbow",
	  "mixamorig:RightForeArm",
	  "R.ForeArm",
	  "ArmR",
      "G_lowarm_R",
	  "lowerarm_r",
	  "forearm_stretch.r"
   ],
   "Right_Hand":[
      "bip_hand_R",
	  "arm right wrist",
	  "mixamorig:RightHand",
	  "R.Hand",
	  "HandR",
      "GD_hand_R",
	  "hand_r",
	  "hand.r"
   ],
   "Left_Thigh":[
      "bip_hip_L",
	  "leg left thigh",
	  "mixamorig:LeftUpLeg",
	  "L.UpLeg",
	  "LegL",
      "G_thigh_L",
	  "thigh_l",
	  "thigh_stretch.l"
   ],
   "Right_Thigh":[
      "bip_hip_R",
	  "leg right thigh",
	  "mixamorig:RightUpLeg",
	  "R.UpLeg",
	  "LegR",
      "G_thigh_R",
	  "thigh_r",
	  "thigh_stretch.r"
   ],
   "Left_Knee":[
      "bip_knee_L",
	  "leg left knee",
	  "mixamorig:LeftLeg",
	  "L.Leg",
	  "KneeL",
      "G_calf_L",
	  "calf_l",
	  "leg_stretch.l"
   ],
   "Right_Knee":[
      "bip_knee_R",
	  "leg right knee",
	  "mixamorig:RightLeg",
	  "R.Leg",
	  "KneeR",
      "G_calf_R",
	  "calf_r",
	  "leg_stretch.r"
   ],
   "Left_Foot":[
      "bip_foot_L",
	  "leg left ankle",
	  "mixamorig:LeftFoot",
	  "L.Foot",
	  "FootL",
      "GD_foot_L",
	  "foot_l",
	  "foot.l"
   ],
   "Right_Foot":[
      "bip_foot_R",
	  "leg right ankle",
	  "mixamorig:RightFoot",
	  "R.Foot",
	  "FootR",
      "GD_foot_R",
	  "foot_r",
	  "foot.r"
   ],
   "Spine_0":[
      "G_waist",
	  "spine lower",
	  "bip_spine_0",
	  "Waist",
	  "mixamorig:Spine",
	  "Spine",
	  "spine_01",
	  "spine_01.x"
   ],
   "Spine_1":[
      "G_stomach",
	  "spine middle",
	  "bip_spine_1",
	  "Bust",
	  "mixamorig:Spine1",
	  "Spine1",
	  "spine_02",
	  "spine_02.x"
   ],
   "Spine_2":[
      "G_chest",
	  "spine upper",
	  "bip_spine_2",
	  "mixamorig:Spine2",
	  "Spine2",
	  "spine_03",
	  "spine_03.x"
   ],
   "Left_Collar":[
      "GD_clavicle_L",
	  "arm left shoulder 1",
	  "bip_collar_L",
	  "ClavicleL",
	  "mixamorig:LeftShoulder",
	  "L.Shoulder",
	  "clavicle_l",
	  "shoulder.l"
   ],
   "Right_Collar":[
      "GD_clavicle_R",
	  "arm right shoulder 1",
	  "bip_collar_R",
	  "ClavicleR",
	  "mixamorig:RightShoulder",
	  "R.Shoulder",
	  "clavicle_r",
	  "shoulder.r"
   ]
}

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