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设置Actor实体

将蒙皮网格设置为Actor后,就可以创建Actor实体。然后将附件作为主实体的父实体,并将附件与主Actor排成一行。

要创建Actor实体

  1. 资产浏览器中,选择并拖动主Actor文件和附件Actor文件到视口。

    From the Asset Browser, drag the main actor file and its attachment actor files into the viewport.

    O3DE 会自动将每个文件添加为自己的Actor组件实体。

    Drag each actor file to the viewport results in three separate actor entities in the Entity Outliner.

  2. Entity Outliner中,单击并拖动附件实体到主实体,这样附件Actor实体就会成为主Actor实体的父实体。

    Parent the attachment entities by selecting and dragging them onto the main actor entity in the Entity Outliner.

    注意:
    附件实体可能与主实体不一致。下一步将解决这个问题。

    Example

    View the main actor entity and the attachment entities in the viewport.

  3. 要使子实体与父实体对齐,请选择一个子实体(附件),然后在Entity Inspector中指定Translate值为 “0”。对其他子实体重复上述操作。

    Change the Translate values to 0 on each child entity to line it up with the parent.

    现在,附件与主要Actor实体保持一致。

    Attachment entities lined up correctly with the main parent actor entity.

  4. 对每个子实体执行以下操作:

    1. Actor组件中,为Attachment type选择Skin attachment

    2. 对于Target entity,点击 ,选择用于附加蒙皮网格的主Actor (例如 cowboyactor)。

组件实体设置完成。当您的主Actor产生动画时,附加的蒙皮网格附件将与主要Actor的骨架一起产生动画。