AIRKinect 配合
Away3D 可以製作很多有趣事, 我們把Away3D 當中的怪獸, 配合AIRKinect 的骨架移動3D 模型, 怪獸起動來喔~~~
只要修改AIRKinect 內建範例, 把關節名稱對應為
Away3D 怪獸範例的模型:
var jointMapping:Vector.<Number> = Vector.<Number>([
(mesh.animationState.animation as SkeletonAnimation).skeleton.jointIndexFromName("head"),
(mesh.animationState.animation as SkeletonAnimation).skeleton.jointIndexFromName("neck"),
(mesh.animationState.animation as SkeletonAnimation).skeleton.jointIndexFromName("waist"),
(mesh.animationState.animation as SkeletonAnimation).skeleton.jointIndexFromName("luparm"),
(mesh.animationState.animation as SkeletonAnimation).skeleton.jointIndexFromName("lloarm"),
(mesh.animationState.animation as SkeletonAnimation).skeleton.jointIndexFromName("lhand"),
(mesh.animationState.animation as SkeletonAnimation).skeleton.jointIndexFromName("ruparm"),
(mesh.animationState.animation as SkeletonAnimation).skeleton.jointIndexFromName("rloarm"),
(mesh.animationState.animation as SkeletonAnimation).skeleton.jointIndexFromName("rhand"),
(mesh.animationState.animation as SkeletonAnimation).skeleton.jointIndexFromName("lupleg"),
(mesh.animationState.animation as SkeletonAnimation).skeleton.jointIndexFromName("lloleg"),
(mesh.animationState.animation as SkeletonAnimation).skeleton.jointIndexFromName("lfoot"),
(mesh.animationState.animation as SkeletonAnimation).skeleton.jointIndexFromName("rupleg"),
(mesh.animationState.animation as SkeletonAnimation).skeleton.jointIndexFromName("rloleg"),
(mesh.animationState.animation as SkeletonAnimation).skeleton.jointIndexFromName("rfoot")
]);
大家可以 [
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