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What are the naming conventions for Unity models

2025-01-19 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > Internet Technology >

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Today, I will talk to you about the naming conventions of Unity models, which may not be well understood by many people. in order to make you understand better, the editor has summarized the following content for you. I hope you can get something according to this article.

Model naming convention

1. Model file naming:

Model name @ Animation name

This naming Unity will automatically name the Animation in the model as the animation name after import.

two。 Separate the mesh from the animation:

A model file with mesh without animation and other model files that drive drawing without mesh

Because the same mesh and bones can be shared, the separation of the mesh and the model reduces the size and memory and optimizes performance

At the same time, it is convenient to modify the animation separately.

Model mount point setting

1. Special points are marked on the bone:

The special point program that needs to be animated is easy to use.

For example: the mount point of weapons, equipment, accessories, the release point of special effects.

Set a special icon on the properties of special points so that it is more intuitive and convenient to find and modify empty points, which is hidden and difficult to find.

If there are multiple points with the same function, it is suggested to add subscript 01,02,03 to show the difference.

Model setting optimization

1. Main model Model options:

(1) Scale Factor: model scale

The model of the same character must be set to the same scale.

It is very important to unify norms and units before doing the same role model made by different artists or at different times.

If there is an inconsistency in the size ratio, the program is difficult to use and modify to increase the hidden danger of a great deal of work, and it is easy to get out of BUG and enter this hole.

(2) Mesh Compressin: grid compression

When compression is enabled, the volume becomes smaller, the load slows down, and the map position on the model moves slightly.

Official note: compressed meshes save space in the built game, but more compression will introduce more artifacts into vertex data.

(3) Read/Write Enabled:

When you do not need to get grid data or dynamically modify the shape of the grid, set it to false to reduce memory

Official note: can mesh vertices and indexes be accessed from scripts?

Making the grid readable will keep two copies of it in memory, one for rendering and one for script access in system memory. Setting readability to false saves memory. Scaling a different number of meshes on three axes (that is, uneven scaling) requires the mesh to be readable for proper lighting.

In the Unity editor, access is always allowed when you are not in playback mode.

(4) Import Cameras:

Set to false

(5) Import Lights:

Set to false

(5) Import Hierarchy:

Set to true

When this option is not turned on, it is likely to cause the following problems with the misalignment of the animation root node:

➀animation controls the position, angle and scale of the character so that the character cannot move when it is animated.

➁ main model and animation model root node name inconsistent animation model cannot use the skeleton of the main model

two。 Main model Rig options:

(1) Avatar Defination:Create From This Model

3. Main model Animation options:

(1) Import Animation:false master model does not import animation

3. Main model Materials options:

(1) Import Materials:

It is recommended that neither the false main model nor the animated model can import materials. Please create materials and use them separately (true is not recommended for crossing the pit)

5. Animation model Model, Animation, Materials options:

Consistent with active drawing settings

6. Animation model Rig options:

(1) Avatar Definition:Copy From Other Avatar uses bones from other models

(2) Source: the source selects the bones of the main model to share a set of bones so that the animated model does not need to import bones to reduce memory.

7. Animation model Animation options:

(1) Import Animation:true imports animation

(2) Anim.Cormpression:Keyframe Reduction animation compression reduces key frames

The default option is to enable compression to reduce keyframes, which will delete keyframes with little difference in position coordinates to reduce the volume of the animation, but may result in errors that may cause animation exceptions.

The artist is required to review to make sure that there are no obvious problems before using problems that may cause the character's Idle animation feet to wobble or minor animation errors.

Official note: compressed animation saves space in the built game, but more compression will introduce more artifacts into the animation.

After reading the above, do you have any further understanding of the Unity model naming convention? If you want to know more knowledge or related content, please follow the industry information channel, thank you for your support.

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