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  • In Unity avatars are definitions that tell

  • the animation system how to animate

  • the transforms of a model.

  • For humanoid models these can be configured

  • to your own specifications.

  • When you select a mesh in a Project panel

  • the Inspector will have three tabs,

  • Model, Rig and Animations.

  • To configure the avatar click the rig tab.

  • For this tutorial we are assuming that

  • the model is a humanoid, as such

  • the animation type should be humanoid.

  • Below that is the avatar definition property.

  • The options are Create From This Model,

  • and Copy From Other Avatar.

  • Copy From Other Avatar simply copies

  • an avatar definition from one that has

  • already been configured.

  • In most cases Unity will be able to

  • configure your model automatically,

  • in which case you will see a tick mark

  • next to the configure button.

  • Otherwise it can be configured manually.

  • We will discuss configuring an avatar

  • manually in just a moment, but first

  • let's finish talking about the Rig tab,

  • specifically the Optimise Game Objects check box.

  • By default Unity does not optimise model rigging.

  • What that means is that Unity will create

  • many empty game objects to represent

  • all of the model's bones and joints.

  • This gives you access to the transforms of all

  • of the model's parts, but it is much less efficient.

  • In most cases you will not need this

  • level of control.

  • Therefore it is recommended to check

  • Optimise Game Objects.

  • By checking this box Unity will not create

  • extra empty game objects.

  • Obviously not managing all of those transforms

  • will improve the performance of your game.

  • However under some circumstances

  • we might want to reference a particular

  • part of a model in code or in the Hierarchy.

  • We might, for example, want to add a cup of

  • coffee to the hand of the model.

  • We can still complete this in an optimised model

  • by exposing the transforms we want.

  • To expose a transform click the + sign under the

  • Extra Transforms To Expose box.

  • Then simply drill down and find the

  • transform you want.

  • In this case we will drill down

  • to find the model's right hand.

  • If you change the optimisation of a model

  • you will need to reconfigure the avatar

  • definition afterwards.

  • To do this click on the Configure button.

  • You will be asked if you want to keep the

  • unapplied import settings you have made

  • to the model, choose apply to keep your changes.

  • If you have unsaved changes to your scene

  • Unity will also ask if you want to save them

  • because configuring an avatar is done in another scene.

  • The configuration scene is empty

  • apart from our model with it's entire

  • hierarchy exposed.

  • The Inspector has 2 tabs, Mapping and Muscles.

  • First we will discuss Mapping.

  • This is the mapping of the model's imported

  • hierarchy to Unity's definition for how

  • a humanoid should be laid out.

  • Immediately below the tabs is a representation

  • of the humanoid model with various

  • circles and dots.

  • These represent the bones of the model.

  • Ones that are circled with a dotted line

  • are optional and are not necessary

  • for the definition.

  • On the diagram you can select which

  • part of the model you are looking at.

  • The body, head or either hand

  • by clicking the buttons on the left side.

  • Below the diagram is a list of all of the bones

  • organised by section with a transform that

  • has been applied to that bone.

  • In order to apply a transform to a bone

  • you can either drag the transform from the

  • hierarchy to the dots on the diagram,

  • the specific property below the diagram

  • or you can use the circle select button.

  • Below the list of bones are 2 drop-down menus,

  • Mapping and Pose.

  • Mapping has 4 options.

  • Clear, Automap, Load and Save.

  • Clear will remove all of the bone allocations.

  • Automap will get Unity to try and fit the

  • correct transforms to their bones.

  • Generally this is the best approach

  • to start with when configuring an avatar.

  • Load and Save are for dealing with

  • humanoid templates so you can use

  • configurations across multiple avatars.

  • These are generally not required

  • as Unity will usually be able to automap

  • your avatar.

  • The Pose drop-down has 3 options.

  • Reset, Sample Bind Pose and Enforce T-Pose.

  • Reset removes any pose from the avatar

  • and sets it to it's default.

  • Sample Bind Pose tries to set the avatar to

  • the pose in which it was modelled.

  • Enforce T-Pose sets the avatar

  • in to a T pose.

  • This is the way that Unity prefers to

  • deal with avatars.

  • When you have finished mapping it is best

  • to set the avatar in to a T pose.

  • When you have finished mapping your avatar's bones

  • click Apply to keep the changes.

  • Then click on the Muscles tab

  • to deal with the model's muscles.

  • If you have unapplied import settings

  • Unity will ask if you wish to apply them.

  • Under the Muscles tab are 3 groups of settings.

  • The first group is just for previewing

  • the overall range of movement of the avatar.

  • And if you're going to adjust any of the

  • muscle ranges it is best to leave these

  • at their default by clicking the

  • Reset All button.

  • The second group of settings are the

  • Per-Muscle settings.

  • These are grouped by body areas

  • and each one takes the form of a slider

  • which can be used to adjust the range

  • of muscle movement.

  • The number's range between -180 and 180,

  • representing the number of degrees of

  • movement around that axis.

  • The third section is for additional settings.

  • The Twist settings are how much of the

  • twist affects the neighbouring joints.

  • The Stretch settings, for how much the bones

  • can stretch when the avatar is retargeted

  • to another model.

  • Finally the Feet Spacing

  • is the default distance between the feet.

  • You can use this to affect things

  • like walking animations.

  • Once you have set the muscles as you like

  • you can apply your changes and press Done

  • to return to your scene.

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In Unity avatars are definitions that tell

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