通过代码配置模型rig面板上的avatar definition的source
时间: 2024-05-14 15:12:30 浏览: 131
写实医疗设备道具模型:Medical Equipments 1.1
以下是通过代码配置模型rig面板上的avatar definition的source的示例代码:
```c#
using UnityEngine;
using UnityEditor;
public class AvatarDefinitionSource : EditorWindow
{
private GameObject model;
private Avatar avatar;
[MenuItem("Window/Avatar Definition Source")]
static void Init()
{
AvatarDefinitionSource window = (AvatarDefinitionSource)EditorWindow.GetWindow(typeof(AvatarDefinitionSource));
window.Show();
}
void OnGUI()
{
GUILayout.Label("Avatar Definition Source", EditorStyles.boldLabel);
model = (GameObject)EditorGUILayout.ObjectField("Model", model, typeof(GameObject), true);
if (GUILayout.Button("Create Avatar"))
{
avatar = AvatarBuilder.BuildGenericAvatar(model, "");
avatar.name = model.name + "_Avatar";
SerializedObject so = new SerializedObject(avatar);
SerializedProperty sp = so.FindProperty("m_AvatarData.m_AvatarSkeleton.m_RootTransform");
AvatarSetupTool.AutoSetupOnInstance(avatar, sp);
Selection.activeObject = avatar;
Debug.Log("Avatar created!");
}
if (GUILayout.Button("Set Avatar Definition Source"))
{
if (avatar == null)
{
Debug.LogError("Please create an avatar first.");
return;
}
string path = AssetDatabase.GetAssetPath(model);
ModelImporter modelImporter = AssetImporter.GetAtPath(path) as ModelImporter;
if (modelImporter == null)
{
Debug.LogError("Invalid model path.");
return;
}
modelImporter.animationType = ModelImporterAnimationType.Human;
modelImporter.avatarSetup = ModelImporterAvatarSetup.NoAnimation;
modelImporter.sourceAvatar = avatar;
AssetDatabase.ImportAsset(path);
Debug.Log("Avatar definition source set!");
}
}
}
```
这段代码创建了一个名为“Avatar Definition Source”的窗口,该窗口允许用户选择一个模型并创建一个Avatar,然后将其设置为模型的Avatar Definition Source。要使用此代码,请将其保存为.cs文件并将其放置在Unity项目的Editor文件夹中。然后,从Unity编辑器菜单中选择“Window”>“Avatar Definition Source”以打开窗口。在窗口中,选择要创建Avatar的模型并单击“Create Avatar”按钮。然后,单击“Set Avatar Definition Source”按钮可将Avatar设置为模型的Avatar Definition Source。
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