2020年11月

How to use Runtime Transform Gizmos

  • 2020.11.12

Runtime Transform Gizmos is used to create a window view within the software, with a feel and feel similar to a Unity screen. First, click Window⇒Tool⇒Initialize on UnityAfter clicking, “RTGApp” is added to the scene. You can set the following items here. ・RTGizmosEngine can be used to set up manipulators, etc.・RTCameraBackground allows you to change the background color on the scene view.・RTFocusCamera allows you to specify how to move and pan the camera with commands. RTFocusCamera allows you to specify how to use commands to move the camera and pan the camera – Right click + q,w,e,a,s,d to move the camera, etc.・It is possible to set up the grid on the scene with RTSceneGrid.・It is possible to set up Undo and Redo with RTUndoRedo (ctrl+shift+z or y on Unity). As for the actual usage, there is a detailed explanation in Runtime Transform Gizmos/Script Tutorial/Tut_4_Mesh_Mesh_and_Center_Pivot.cs, and it is an anchorage. You can also find explanatory videos on YouTube. In the script, you can define an ObjectTransformGizmo, skip the ray and do a SetTargetPivotObject on the hit object, and you’ll be able to move the selected object.You can use Tut_4_Mesh_Mesh_and_Center_Pivot.cs as it is, but it may not be possible to move the […]

Control Humanoid

  • 2020.11.09

There are three animation types in Unity. Legacy….An old animation system where the bone name and the animation name correspond to each other.Generic….This is used to create an animation with a correspondence between a bone name and an animation name. Genetic….The name of the bone and the name of the animation correspond to each other. Mechanim supportGeneric….This is a standard for using human-like animations, which allows you to use the same Humanoid model for different models by setting up bones on Unity.Mecanim allows for animated retargeting and state machines. More details here. The following is a description of the Humanoid type. Humanoid is one of the standards for moving models in Unity. Each model bone has its own settings as shown in the following figure. The advantage of this approach is that you can avoid the differences in model bones and names of the bones by matching the model’s bones to the type of the Humanoid type.Head Nod Down-Up” and “Animator.Head Tilt Left-Right” properties are registered when you create a Humanoid animation. Since the animation value is set in the range of -1≦x≦+1, I think the animation is moving by quaternions or something like that, but it’s not a quaternion, […]