ML物理性角色--狼v2.0
狼的設計關鍵
1.四足
2.腳和身體使用不同的Physic Material
狼的基礎數據 (縮放比例: 1)
四足站立高度: 約90cm
質量與JointDrive
部位 | Mass | Spring | Damper | Force | Note |
Root | 10.9375 | x | x | x | |
Thigh (BLeg1) | 6.5625 | 150000 | 500 | 270000 | |
Calf (BLeg2) | 6.5625 | 150000 | 500 | 90000 | |
Foot (BLegAnkle) | 5 | 150000 | 500 | 30000 | |
Toe(BLegToe) | 3 | 150000 | 500 | 10000 | |
Spine | 12.5 | 450000 | 500 | 810000 | |
UpperArm (FLeg1) | 4.375 | 50000 | 500 | 90000 | |
Forearm (FLeg2) | 4.375 | 50000 | 500 | 30000 | |
Hand (FLegAnkle) | 3 | 50000 | 500 | 10000 | |
Tail | 1 | 50000 | 500 | 5000 | |
Head | 1 | 50000 | 500 | 15000 |
這...沒有戰鬥力通膨嗎?
PhysicMaterial
Body
Dynamic Friction | 0.6 |
Static Friction | 0.8 |
Bounciness | 0.1 |
Friction Combine | Average |
Bounce Combine | Average |
Foot
Dynamic Friction | 0.7 |
Static Friction | 0.9 |
Bounciness | 0.1 |
Friction Combine | Average |
Bounce Combine | Average |
Joint Remap
1.Thigh 和Upper Arm 無法主動內折 (左腳無法往右邊伸展,反之亦然)
Joint活動範圍
部位 | Low X | High X | Y | Z | Note |
Thigh | -85 | 85 | 60 | 5 | |
Calf | 0 | 140 | x | x | |
Foot | -130 | 0 | x | x | |
Toe | -60 | 20 | x | x | |
Spine | -45 | 45 | 45 | 45 | |
UpperArm | -85 | 85 | 45 | 5 | |
Forearm | -140 | 0 | x | x | |
Hand | -60 | 20 | x | x | |
Tail | -60 | 60 | 60 | x |
Joint似乎有萬向角特性,在調整Thigh和UpperArm時
發現儘管Z axis設為Locked,但當X旋轉接近90度時,Z axis就會可以旋轉,造成一種關節鬆脫的現象
因此才將Thigh和UpperArm的z設為5,在有數值的情況就能保證Z axis不會鬆脫