把自定义格式导入unity生成Avatar

参考:

https://blog.csdn.net/Nbin_Newby/article/details/128045244

记录生成Avatar。把自定义格式导入unity生成Avatar

public class AvatarTool
{
    
    
    public SkeletonBone[] CreateKeleton(GameObject go)
    {
    
    
        Transform[] transforms = go.GetComponentsInChildren<Transform>();
        SkeletonBone[] skeletonBones = new SkeletonBone[transforms.Length];
        for (int i = 0; i < transforms.Length; i++)
        {
    
    
            var transform = transforms[i];
            skeletonBones[i] = new SkeletonBone
            {
    
    
                name = transform.name,
                position = transform.localPosition,
                rotation = transform.localRotation,
                scale = transform.localScale
            };
        }
        return skeletonBones;
    }

    public HumanBone[] CreateHuman(GameObject go, Dictionary<string, string> map)
    {
    
    
        Transform[] transforms = go.GetComponentsInChildren<Transform>();
        List<HumanBone> humanBones = new List<HumanBone>();
        foreach (Transform transform in transforms)
        {
    
    
            if (map.TryGetValue(transform.name, out string name))
            {
    
    
                var humanBone = new HumanBone
                {
    
    
                    boneName = transform.name,
                    humanName = name,
                    limit = new HumanLimit()
                };
                humanBone.limit.useDefaultValues = true;
                humanBones.Add(humanBone);
            }
        }
        return humanBones.ToArray();
    }

    /// <summary>
    /// 
    /// </summary>
    /// <param name="go">binding bones and weight</param>
    /// <param name="map">skeletal mapping</param>
    /// <param name="path">save path</param>
    public void CreateAvatar(GameObject go, Dictionary<string, string> map,string path)
    {
    
    
        var avatar = AvatarBuilder.BuildHumanAvatar(go, new HumanDescription
        {
    
    
            armStretch = 0.05f,
            feetSpacing = 0f,
            hasTranslationDoF = false,
            legStretch = 0.05f,
            lowerArmTwist = 0.5f,
            lowerLegTwist = 0.5f,
            upperArmTwist = 0.5f,
            upperLegTwist = 0.5f,
            skeleton = CreateKeleton(go),
            human = CreateHuman(go, map)
        });

        var ext = Path.GetExtension(path);
        if (ext != ".asset")
        {
    
    
            path = path.Replace(ext, ".asset");
        }
        AssetDatabase.CreateAsset(avatar, path);
    }
}

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转载自blog.csdn.net/qq_17813937/article/details/130032275