Unity3D人脸建模 AvataSDK研究
1.Unity与windows交互 调用文件浏览器
1.用C#调用comdlg32.dll , 利用GetOpenFileName实现打开文件对话框
<1> 整体参考https://www.cnblogs.com/chinarbolg/p/9601432.html
<2>文件过滤属性设置参考https://zhidao.baidu.com/question/221417585.html
pth.filter = "jpg files\0*.jpg\0png files\0*.png\0jpeg files\0*.jpeg";
jpg files是显示的内容,\0是转义字符,*.jpg是过滤格式,然后是下一个过滤器
完整形式openFileName.filter = "图片文件(*.jpg,*.png,*.bmp)\0*.jpg;*.png;*.bmp";
2.面部表情制作,BlendShapes
1.参考https://www.jianshu.com/p/4ae6662a40df
3.将一个Mesh的BlendShape复制到另一个Mesh上
// Copy blend shape data from myMesh to tmpMesh
Vector3[] dVertices = new Vector3[myMesh.vertexCount];
Vector3[] dNormals = new Vector3[myMesh.vertexCount];
Vector3[] dTangents= new Vector3[myMesh.vertexCount];
for (int shape = 0; shape < myMesh.blendShapeCount; shape++) {
for (int frame = 0; frame < myMesh.GetBlendShapeFrameCount(shape); frame++) {
string shapeName = myMesh.GetBlendShapeName(shape);
float frameWeight = myMesh.GetBlendShapeFrameWeight(shape, frame);
myMesh.GetBlendShapeFrameVertices(shape, frame, dVertices, dNormals, dTangents);
tmpMesh.AddBlendShapeFrame(shapeName, frameWeight, dVertices, dNormals, dTangents);
}
}