在 Unity 中创建对网格部分的变换?
我正在开发一个统一的项目,并且有一个脚本引用了角色手部的变换。这用于将一个物品放入角色的手中并使其随着手的移动而跟随它。当我双击变换时,我没有得到任何预制件的引用,但它确实具有该位置的网格数据。我如何创建这样的转换?
谢谢!
这是我想要完成的任务的屏幕截图:
I'm working on a project in unity and there's a script that has a reference to a transform to a character's hand. This is used to put an item in the character's hand and have it follow it as the hand moves. When I double click on the transform I don't get a reference to any prefab though, but it does have the data of the mesh at that location. How do I create a transform like this?
Thanks!
Here's a screenshot of what I'm trying to accomplish:
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手是模型骨架中的“骨头”。 Unity 中模型的骨架由带有变换组件的游戏对象树表示。
要创建这样的变换,您必须导入带有骨架的模型。要将其添加到检查器中的字段,您必须在“项目”窗口中找到它并将其拖到检查器字段中。
The hand is a "bone" in the models skeleton. A model's skeleton in Unity is represented by a tree of GameObjects with Transform components.
To create a Transform like that you would have to import a model with a skeleton. To add it to the field in the inspector you would have to locate it in the Project window and drag it into the inspector field.