```
feat(assets): 更新纹理资源配置并优化场景材质
- 将多个图片资源的TextureImporter序列化版本从13升级到14
- 调整DefaultTexturePlatform的maxTextureSize从2048降至1024以优化性能
- 为PlayableAds平台添加特定的纹理设置配置
- 增加doOverrideTextureManagerOperations和platformOperationGroupSettings字段
fix(scene): 更新场景中的物理材质引用并添加新预制体
- 将CharacterController的材质引用从{fileID: 1441034007}更改为{fileID: 1843510756}
- 在CoreScene中实例化Great Sword Idle预制体,并设置其位置、旋转和缩放参数
- 添加2米标尺柱游戏对象,包含网格渲染器、盒碰撞体等组件
- 微调地面变换的Y轴缩放值从0.5调整至0.5074
```
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m_LocalScale: {x: 0.2, y: 2, z: 0.2}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 0}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!1660057539 &9223372036854775807
|
||||
SceneRoots:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -817,3 +1046,5 @@ SceneRoots:
|
||||
- {fileID: 1178637748}
|
||||
- {fileID: 989436103}
|
||||
- {fileID: 1576577255}
|
||||
- {fileID: 1056989638}
|
||||
- {fileID: 2127797638}
|
||||
@@ -0,0 +1,43 @@
|
||||
import bpy, math
|
||||
from mathutils import Vector
|
||||
bpy.ops.object.select_all(action='SELECT')
|
||||
bpy.ops.object.delete(use_global=False)
|
||||
|
||||
def cube(name, loc, scale, bevel=0.08, mat=None):
|
||||
bpy.ops.mesh.primitive_cube_add(location=loc)
|
||||
o=bpy.context.object; o.name=name; o.scale=scale
|
||||
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
|
||||
if bevel:
|
||||
m=o.modifiers.new('Edge bevel','BEVEL'); m.width=bevel; m.segments=2
|
||||
if mat: o.data.materials.append(mat)
|
||||
return o
|
||||
|
||||
def mat(name, color, metallic=0.0, rough=0.5):
|
||||
m=bpy.data.materials.new(name); m.diffuse_color=(*color,1); m.metallic=metallic; m.roughness=rough; return m
|
||||
steel=mat('Blade steel',(0.16,0.20,0.24),0.85,0.22)
|
||||
dark=mat('Grip leather',(0.045,0.025,0.018),0.0,0.7)
|
||||
gold=mat('Guard metal',(0.32,0.20,0.06),0.75,0.3)
|
||||
# sword lies along +Z, origin at grip center
|
||||
cube('Blade',(0,0,1.75),(0.16,0.045,1.55),0.04,steel)
|
||||
cube('BladeTip',(0,0,3.38),(0.02,0.045,0.12),0.02,steel)
|
||||
cube('CentralRidge',(0,0.06,1.75),(0.035,0.018,1.38),0.015,steel)
|
||||
cube('Crossguard',(0,0,0.12),(0.72,0.10,0.10),0.08,gold)
|
||||
cube('Grip',(0,0,-0.48),(0.11,0.11,0.55),0.06,dark)
|
||||
bpy.ops.mesh.primitive_uv_sphere_add(segments=16, ring_count=8, location=(0,0,-1.12), scale=(0.22,0.22,0.22))
|
||||
p=bpy.context.object; p.name='Pommel'; p.data.materials.append(gold)
|
||||
# simple grip bands
|
||||
for z in [-0.88,-0.60,-0.32]: cube('GripBand',(0,0,z),(0.14,0.14,0.025),0.015,gold)
|
||||
# rotate for presentation, keep object axes consistent
|
||||
bpy.ops.object.select_all(action='SELECT')
|
||||
bpy.context.view_layer.objects.active=bpy.context.scene.objects['Blade']
|
||||
# ground and camera
|
||||
bpy.ops.mesh.primitive_plane_add(size=12, location=(0,0,-1.35))
|
||||
plane=bpy.context.object; plane.name='PreviewGround'; plane.data.materials.append(mat('Ground',(0.025,0.025,0.03),0,0.8))
|
||||
bpy.ops.object.camera_add(location=(6,-8,4), rotation=(math.radians(68),0,math.radians(37)))
|
||||
cam=bpy.context.object; bpy.context.scene.camera=cam
|
||||
bpy.ops.object.light_add(type='AREA', location=(3,-4,6)); bpy.context.object.data.energy=900; bpy.context.object.data.shape='DISK'; bpy.context.object.data.size=5
|
||||
bpy.ops.object.light_add(type='AREA', location=(-4,2,2)); bpy.context.object.data.energy=500; bpy.context.object.data.size=4
|
||||
scene=bpy.context.scene; scene.render.engine='BLENDER_EEVEE'; scene.render.resolution_x=600; scene.render.resolution_y=800; scene.render.resolution_percentage=100
|
||||
scene.render.filepath='C:/Users/huade/Desktop/unity/blender/greatsword_preview.png'
|
||||
bpy.ops.wm.save_as_mainfile(filepath='C:/Users/huade/Desktop/unity/blender/大剑.blend')
|
||||
bpy.ops.render.render(write_still=True)
|
||||
Reference in new issue
Block a user