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Control your own objects and characters
Open the sample Empty scene and save it under a different name, or if you want to use your scene, copy the VRAnimationEditor object in the Empty scene to your scene.
To display the node handle on your own object, attach the "Node" tag or "IKNode" tag to the object. (Node and IKNode are actually the same thing just because they look different.)
However, if you set RootObject of GenerateNodes, the node handle is displayed only for the child object of RootObject.
We prepare a helper to set up Humanoid characters in one shot.
First, attach the Fullbody Biped IK component to the character on the scene.
Next, select UVAE → SetupFBBIKCharacter from the menu and display the setup window.
Please set the character object to target in the setup window and press the Setup button.
If successful, Fullbody Biped IK's whole body effector is set and the node is set up.
LookAtIK is not set if objects of both eyes are not set in Avatar of the character. Please set it manually as necessary.
If the helper does not work properly or you do not like the helper settings, please manually set up the character.
Please refer to the sample Unity as the setting contents.
If animation controller is not set for animator of character, please create new and set it.
Only animation clips that can be edited in play mode are those set in the animation controller.
Open the animator window and create an empty state and set it to the default state. (To prevent unnecessary animation from being played in play mode)
Please turn off the animation's Apply Root Motion check (as the position of recorded animation may shift)
Please select the animation clip (thing in the animation controller) you want to edit in the animation window and then enter play mode.
Please start Record mode in the animation window and edit it.
We prepared a handy helper which sets all the Rotation interpolation to quaternion by hitting the keys of all the nodes in the 0th frame of the newly created animation clip.
With the animation clip newly created in the animation window selected, when you select UVAE / InitAnimationClip from menu, it will initialize.
Please be careful as it will be overwritten if executed with the edited animation clip selected.
If there is no FinalIK, please set the "FKNode" tag for all bones of the character.
FKNode can not move, it can only rotate, scale.
It is operation to rotate each bone and pose.
Characters are not only Humanoid but Generic only. (Because Humanoid can not record bone transforms)
Please turn on RecordAllChildObjects in GenerateNodes to enable recording of all bone transforms.
If you want to individually adjust the size of the node handle, attach the Assets / UnityVRAnimationEditor / Scripts / ScalingNode script to the object with the Node tag.
You can change the size of the node handle by changing the Scale value.
It becomes 2 times when it is 2, and becomes 0.5 times when it is 0.5.