Difference between revisions of "Humanoid Rig Requirements for IK/ja"
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(Created page with "IK向きのHumanoidボーン") |
(Created page with "人型のボーン付き3DモデルをNeosにインポートする場合、IK(Inverse Kinematics)で自動的にセットアップできます。これにより、フルボデ...") |
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− | + | 人型のボーン付き3DモデルをNeosにインポートする場合、IK(Inverse Kinematics)で自動的にセットアップできます。これにより、フルボディアバターとして使用もできます。ボーンがHumanoidまたはBipedとして認識されセットアップされるための要件は以下のとおりです。 | |
* Model can be in A-pose or T-Pose. Others might work as well | * Model can be in A-pose or T-Pose. Others might work as well |
Revision as of 22:44, 18 December 2019
人型のボーン付き3DモデルをNeosにインポートする場合、IK(Inverse Kinematics)で自動的にセットアップできます。これにより、フルボディアバターとして使用もできます。ボーンがHumanoidまたはBipedとして認識されセットアップされるための要件は以下のとおりです。
- Model can be in A-pose or T-Pose. Others might work as well
- Orientation (forward facing) should be along the positive Z axis. Flipped Z can be detected as well, but might contain bugs.
- The bones should follow a naming convention specified below. Rigs from Mixamo already follow this convention.
- The bold bones are mandatory - must be present on the rig
- The avatar also needs to have identifiable thumb - fully rigged fingers or at least one bone chain for the thumb and one for the remainder of the hand.
Bone Naming Convention
The name of the bone needs to contain one of the listed keywords. They're case-insensitive and may be decorated with numbers (e.g. "spine01"), surrounded by special characters (e.g. "rig_spine"), side indicators (e.g. "left_hand", "LeftHand" or "hand_L") or even other words (e.g. "surgeonLUpperarm1").
- Hips/Pelvis: hips, pelvis, root
- Spine: spine, chest
- Chest: spine, chest, ribcage
- Neck: neck
- Head: head
- Shoulder: shoulder, clavicle, collar, collarbone
- Upper Arm: upperarm, arm, bicep
- Lower Arm: forearm, lowerarm, elbow
- Hand: hand, wrist, palm
- Upper Leg: leg, upleg, thigh, upperleg, hip
- Lower Leg: leg, calf, knee, shin
- Foot: foot, ankle
- Toes: toe, ball, toebase, toes