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Unity Engine

Unity Engine

Humanoid Avatar

Set up humanoid avatars so Unity can map and retarget character animation.
読み終わるまでの所要時間 1 分最終更新 1ヶ月前

Unity's Animation System has special features for working with humanoid characters. Because humanoid characters are so common in games, Unity provides a specialized workflow, and an extended tool set for humanoid animations.
The Avatar system is how Unity identifies that a particular animated model is a humanoid, and which parts of the model correspond to the legs, arms, head, and body.
Because of the similarity in bone structure between different humanoid characters, it is possible to map animations from one humanoid character to another.

Unity's Avatar structure

The following topics provide more details on humanoid animation and root motion:

Topic

Description

Retarget humanoid animationReuse humanoid clips on different models after you configure each Avatar.
Inverse KinematicsUse inverse kinematics to pose joints from a fixed point.
How Root Motion worksLearn how body and root transforms drive character motion from clips.
Scripting Root MotionMove characters from in-place clips using curves, controllers, and the
OnAnimatorMove
API.
Avatar Mapping tab referenceReference for mapping bones to the humanoid Avatar.
Avatar Muscle and Settings tab referenceReference for muscle limits, previews, and range-of-motion settings on an Avatar.
Avatar Mask window referenceReference for masking humanoid body regions or transform paths in animation.
Human Template window referenceReference for editing saved Human Template bone mappings.

Additional resources