文章目录
- 🎈 前言
- 🎈 如何将RPM中编辑的Avatar导入到Unity
- 🎈 如何提取模型中的Mesh网格、Material材质、及Texture贴图
- 🎈 如何提取RPM网页中的图片资源
- 🎈 资源配置
🎈 前言
随着
元宇宙
概念的火热,数字人换装捏脸的实现方案逐渐受到更多关注,本篇内容主要介绍如何在Unity中实现数字人的换装系统
,涉及的所有美术资源均来源于RPM(Ready Player Me)
,地址:Ready Player Me主页。
实现该系统涉及到的无非是老生常谈的几项内容:
- Skinned Mesh Renderer - 蒙皮网格
- Material - 材质球
- Avatar Bone - 骨架
重要点,也是核心点,就是基于Avatar数字人的同一套骨架
,也就是讲当数字人进行换装时,切换的是Skinned Mesh Renderer中的Mesh
网格及Material
材质球,骨架是不会去改变的。
🎈 如何将RPM中编辑的Avatar导入到Unity
本专栏的第一篇内容中有介绍RPM的使用以及将Avatar导入Unity的过程,下面简要说明。
首先要下载其SDK,地址:Ready Player Me - Unity SDK,将下载的.unitypackage
包导入到Unity中,可以看到菜单栏中有了Ready Player Me
的选项,Avatar Loader
可以将我们自定义的Avatar模型导入到Unity中:
在RPM的Avatar Hub中,选择我们想要导入到Unity中的Avatar,通过Copy .glb URL
复制链接。
回到Unity中,将复制的链接粘贴到Avatar URL or Short Code
中,点击Load Avatar
下载完成后,在Resources
文件夹下可以看到下载的.glb模型文件:
Unity中常用的模型文件格式为.fbx
类型,可以通过Blender
软件将.glb格式文件转换为.fbx格式文件,需要注意在导出选项里,将路径模式改为复制
,并选中后面的内嵌纹理
,否则导入到Unity中只是一个白模,并没有材质、贴图。
🎈 如何提取模型中的Mesh网格、Material材质、及Texture贴图
Mesh
网格和Material
材质的提取可以直接在Skinned Mesh Renderer
组件中获取并通过实例化
并调用AssetDatabase
类中的CreateAsset
来创建和保存资产:
// 摘要:
// Creates a new asset at path.
//
// 参数:
// asset:
// Object to use in creating the asset.
//
// path:
// Filesystem path for the new asset.
[MethodImpl(MethodImplOptions.InternalCall)]
[NativeThrows]
[PreventExecutionInState(AssetDatabasePreventExecution.kGatheringDependenciesFromSourceFile, PreventExecutionSeverity.PreventExecution_ManagedException, "Assets may not be created during gathering of import dependencies")]
public static extern void CreateAsset([NotNull("ArgumentNullException")] UnityEngine.Object asset, string path);
- asset:第一个参数为要进行保存/创建的资产;
- path:第二个参数为该资产生成的文件夹路径。
而Texture
贴图资源可以通过调用AssetDatabase
类中的GetDependencies
方法获取材质球的依赖项文件路径:
// 摘要:
// Returns an array of all the assets that are dependencies of the asset at the
// specified pathName. Note: GetDependencies() gets the Assets that are referenced
// by other Assets. For example, a Scene could contain many GameObjects with a Material
// attached to them. In this case, GetDependencies() will return the path to the
// Material Assets, but not the GameObjects as those are not Assets on your disk.
//
// 参数:
// pathName:
// The path to the asset for which dependencies are required.
//
// recursive:
// Controls whether this method recursively checks and returns all dependencies
// including indirect dependencies (when set to true), or whether it only returns
// direct dependencies (when set to false).
//
// 返回结果:
// The paths of all assets that the input depends on.
public static string[] GetDependencies(string pathName)
{return GetDependencies(pathName, recursive: true);
}
根据路径调用LoadAssetAtPath
方法加载贴图资源:
// 摘要:
// Returns the first asset object of type type at given path assetPath.
//
// 参数:
// assetPath:
// Path of the asset to load.
//
// type:
// Data type of the asset.
//
// 返回结果:
// The asset matching the parameters.
[MethodImpl(MethodImplOptions.InternalCall)]
[PreventExecutionInState(AssetDatabasePreventExecution.kGatheringDependenciesFromSourceFile, PreventExecutionSeverity.PreventExecution_ManagedException, "Assets may not be loaded while dependencies are being gathered, as these assets may not have been imported yet.")]
[PreventExecutionInState(AssetDatabasePreventExecution.kDomainBackup, PreventExecutionSeverity.PreventExecution_ManagedException, "Assets may not be loaded while domain backup is running, as this will change the underlying state.")]
[NativeThrows]
[TypeInferenceRule(TypeInferenceRules.TypeReferencedBySecondArgument)]
public static extern UnityEngine.Object LoadAssetAtPath(string assetPath, Type type);public static T LoadAssetAtPath<T>(string assetPath) where T : UnityEngine.Object;
本篇内容中提取Avatar数字人相关资产的工作流如下:
- fbx导入到Unity后,在
Import Settings
导入设置中将Material Location
类型改为Use External Materials(Legacy)
,应用后编辑器会在该fbx文件所在目录下生成相应的材质和贴图资源文件夹:
- 将所有
法线贴图
的Texture Type
改为Normal map
,并检查法线贴图是否用在相应材质球上:
- 调用自定义的编辑器方法,提取资产:
该方法可以提取Avatar的头部、身体、上衣、裤子及鞋子的相关资产,代码如下:
using UnityEngine;
using UnityEditor;namespace Metaverse
{/// <summary>/// 用于提取ReadyPlayerMe的Avatar服装资源/// </summary>public class RPMAvatarClothingCollecter {[MenuItem("Metaverse/Ready Player Me/Avatar Clothing Collect")]public static void Execute(){//如果未选中任何物体if (Selection.activeGameObject == null) return;//弹出窗口 选择资源提取的路径string collectPath = EditorUtility.OpenFolderPanel("选择路径", Application.dataPath, null);//如果路径为空或无效 返回if (string.IsNullOrEmpty(collectPath)) return;//AssetDatabase路径collectPath = collectPath.Replace(Application.dataPath, "Assets");if (!AssetDatabase.IsValidFolder(collectPath)) return;//头部Transform head = Selection.activeGameObject.transform.Find("Wolf3D_Head");if (head != null) Collect(collectPath, head.GetComponent<SkinnedMeshRenderer>(), "head");//身体Transform body = Selection.activeGameObject.transform.Find("Wolf3D_Body");if (head != null) Collect(collectPath, body.GetComponent<SkinnedMeshRenderer>(), "body");//上衣Transform top = Selection.activeGameObject.transform.Find("Wolf3D_Outfit_Top");if (top != null) Collect(collectPath, top.GetComponent<SkinnedMeshRenderer>(), "top");//裤子Transform bottom = Selection.activeGameObject.transform.Find("Wolf3D_Outfit_Bottom");if (bottom != null) Collect(collectPath, bottom.GetComponent<SkinnedMeshRenderer>(), "bottom");//鞋子Transform footwear = Selection.activeGameObject.transform.Find("Wolf3D_Outfit_Footwear");if (footwear != null) Collect(collectPath, footwear.GetComponent<SkinnedMeshRenderer>(), "footwear");//刷新AssetDatabase.Refresh();}public static void Collect(string path, SkinnedMeshRenderer smr, string suffix){//创建Mesh网格资产AssetDatabase.CreateAsset(Object.Instantiate(smr.sharedMesh), string.Format("{0}/mesh_{1}.asset", path, suffix));//创建Material材质球资产Material material = Object.Instantiate(smr.sharedMaterial);AssetDatabase.CreateAsset(material, string.Format("{0}/mat_{1}.asset", path, suffix));//获取材质球的依赖项路径string[] paths = AssetDatabase.GetDependencies(AssetDatabase.GetAssetPath(material));//遍历依赖项路径for (int i = 0;i < paths.Length; i++){//AssetDatabase路径string p = paths[i].Replace(Application.dataPath, "Assets");//根据路径加载Texture贴图资源Texture tex = AssetDatabase.LoadAssetAtPath<Texture>(p);if (tex == null) continue;TextureImporter textureImporter = AssetImporter.GetAtPath(p) as TextureImporter;//主贴图if (textureImporter.textureType == TextureImporterType.Default){AssetDatabase.MoveAsset(p, string.Format("{0}/tex_{1}_d.jpg", path, suffix));}//法线贴图if (textureImporter.textureType == TextureImporterType.NormalMap){AssetDatabase.MoveAsset(p, string.Format("{0}/tex_{1}_n.jpg", path, suffix));}}}}
}
🎈 如何提取RPM网页中的图片资源
提取网页中的图片资源可以使用
ImageAssistant
图片助手,一款Chrome浏览器中用于嗅探、分析网页图片、图片筛选、下载等功能的扩展程序,当然也可以在Edge浏览器中去使用,地址:Image Assistant
选中想要下载的图片资源并开始下载:
🎈 资源配置
正常开发工作中,建议构建出不同服装资源的AB(AssetsBundle)
包,通过加载AB包来实现各种服装的切换,本篇内容中通过Scriptable Object
配置各种服装资源来实现Demo,首先编写外观数据类:
using System;
using UnityEngine;namespace Metaverse
{/// <summary>/// Avatar外观数据/// </summary>[Serializable] public class AvatarOutlookData{/// <summary>/// 头部网格/// </summary>public Mesh headMesh;/// <summary>/// 头部材质/// </summary>public Material headMaterial;/// <summary>/// 身体网格/// </summary>public Mesh bodyMesh;/// <summary>/// 身体材质/// </summary>public Material bodyMaterial;/// <summary>/// 上衣网格/// </summary>public Mesh topMesh;/// <summary>/// 上衣材质/// </summary>public Material topMaterial;/// <summary>/// 裤子网格/// </summary>public Mesh bottomMesh;/// <summary>/// 裤子材质/// </summary>public Material bottomMaterial;/// <summary>/// 鞋子网格/// </summary>public Mesh footwearMesh;/// <summary>/// 鞋子材质/// </summary>public Material footwearMaterial;/// <summary>/// 缩略图/// </summary>public Sprite thumb;}
}
编写配置类如下,实现后创建一个新的配置表并配置数据:
using UnityEngine;namespace Metaverse
{/// <summary>/// Avatar服装配置/// </summary>[CreateAssetMenu(menuName = "Metaverse/Avatar Clothing Config")]public class AvatarClothingConfig : ScriptableObject{public AvatarOutlookData[] data = new AvatarOutlookData[0];}
}
测试脚本如下:
using UnityEngine;public class Example : MonoBehaviour
{[SerializeField] private SkinnedMeshRenderer head;[SerializeField] private SkinnedMeshRenderer body;[SerializeField] private SkinnedMeshRenderer top;[SerializeField] private SkinnedMeshRenderer bottom;[SerializeField] private SkinnedMeshRenderer footwear;[SerializeField] private Metaverse.AvatarOutlookConfig config;private void OnGUI(){if (GUILayout.Button("服装一", GUILayout.Width(200f), GUILayout.Height(50f))) Apply(0);if (GUILayout.Button("服装二", GUILayout.Width(200f), GUILayout.Height(50f))) Apply(1);if (GUILayout.Button("服装三", GUILayout.Width(200f), GUILayout.Height(50f))) Apply(2);}private void Apply(int index){head.sharedMesh = config.data[index].headMesh;head.sharedMaterial = config.data[index].headMaterial;body.sharedMesh = config.data[index].bodyMesh;body.sharedMaterial = config.data[index].bodyMaterial;top.sharedMesh = config.data[index].topMesh;top.sharedMaterial = config.data[index].topMaterial;bottom.sharedMesh = config.data[index].bottomMesh;bottom.sharedMaterial = config.data[index].bottomMaterial;footwear.sharedMesh = config.data[index].footwearMesh;footwear.sharedMaterial = config.data[index].footwearMaterial;}
}