3 - 您的角色 - 指定物理资源

在这步中,我们将把新建的物理资源指定到骨架网格体角色。

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在上一步中我们为骨架网格体角色创建了一个新的物理资源;而在这步中,我们将在 骨架编辑器 中对其进行指定。

步骤

  1. Content Browser 中,导航至 Mannequin > Mesh 文件夹。选中 SK_Mannequin 资源,双击将其打开。

    CB_Mannequin.png

  2. 骨架编辑器打开后,导航至 Asset Details 面板,向下滚动找到 Lighting 标签。点击 Shadow Physics Asset 旁边的选择框并选择上一步中创建的物理资源。

    AssetDetailsLighting2.png

    为物理资源命名时注意要清晰明了,因为使用 Shadow Physics Asset 时项目的全部物理资源均会列于此处。

  3. 现在即可 保存关闭 骨架编辑器。

最终结果

您现在便已将上一步中创建的物理资源指定到角色的 Shadow Physics Asset 槽。这样一来角色便会使用此物理资源进行投影。

下一步中我们将把角色添加到关卡中,然后启用胶囊体阴影。

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