https://wiki.sine.space/api.php?action=feedcontributions&user=Lesiar&feedformat=atom wiki.sine.space - User contributions [en] 2019-12-16T03:48:39Z User contributions MediaWiki 1.26.3 https://wiki.sine.space/index.php?title=Full_Body_Replacement_Costumes&diff=177005 Full Body Replacement Costumes 2019-10-10T00:30:51Z <p>Lesiar: /* Uploading Humanoid Costumes (No Custom Animations) */</p> <hr /> <div>Since Editor Pack 7, all space users now have the ability to create a full body replacement costume. <br /> The costume allows you to replace the space avatar base mesh with any object you want, such as another human avatar, an animal or an object; You can even use particle systems as your avatar!<br /> <br /> There are two parts to getting a costume working in space. You will need to first create or import your replacement costume, and then you will need to build an animator for this replacement costume. <br /> For the animations, you will need to create your own custom animations if you wish to use an object or creature as your replacement costume, but if you are using a humanoid as a replacement, you can use the default space animations, but more in detail on this later on in this guide.<br /> <br /> ==Creating Your Costume==<br /> <br /> You can create whatever you want to be your replacement costume, whether it be a unicorn, a wrestler or even a fire particle, anything is possible! You can create your own costume in your chosen 3D software and import it into Unity.<br /> <br /> <br /> ===Exporting From 3D Software===<br /> <br /> If you have made your own costume, you will need to export the costume from your chosen 3D software as an FBX file and save it somewhere for importing into Unity later. <br /> <br /> <br /> ===Importing From Unity Asset Store===<br /> <br /> If you have decided to download an object/model to use as your costume from the Unity Asset Store, then you probably won’t have to change the format of the model as most models on the asset store are already in FBX format. <br /> <br /> Once the asset has downloaded, it will ask you to import the model into Unity. I am using a warrior princess model for this guide.<br /> <br /> Make sure you have selected all of the assets by clicking on ‘All’ then click on ‘Import’. <br /> This will make a new folder in your Assets folder with all of the items needed for your costume.<br /> <br /> '''Note''': Please make sure you have the rights to use the model from Unity Asset Store.<br /> <br /> <br /> [[File:Warriorimport.jpg|400px]]<br /> <br /> <br /> ===Importing From 3D Software===<br /> <br /> After the above step of exporting from the 3D software as an FBX file, you can import this into Unity by clicking on ‘Assets’ and choosing ‘Import New Asset’ at the top of the Unity screen. Then choose your FBX file. This will place the FBX file into your Assets folder.<br /> <br /> <br /> [[File:Assetimport.jpg|400px]]<br /> <br /> <br /> ==Setting Up Your Costume For Upload==<br /> <br /> ===Setting Up A Humanoid Costume===<br /> <br /> If your costume is a humanoid model, and you want to use it with the default space animations, you need to set it up to work with the animations. <br /> <br /> Uncheck the ‘Apply Root Motion’ box. You can do this by clicking on the FBX in your hierarchy and finding the ‘Apply Root Motion’ box in the inspector window. If Apply Root Motion is greyed out, drag the FBX into your scene, then back to the project window to create a prefab.<br /> <br /> <br /> [[File:Rootmotion.jpg]]<br /> <br /> <br /> Click on the FBX file you have imported in the project window, and under the Inspector window, choose ‘Rig’, and set the animation type to ‘Humanoid’. This will enable you to be able to use the default space animations for the replacement costume.<br /> <br /> <br /> [[File:Inspectorrig.jpg|600px]]<br /> <br /> ===Setting up a Non Humanoid Costume with Animator===<br /> <br /> If you have chosen to use an object or animal as your replacement costume, or you want to create your own animations for a humanoid, you will need to create an animator. <br /> <br /> Animators allow you to upload completely custom animations with the replacement costume. <br /> <br /> <br /> ====Making A Controller for the Animator====<br /> <br /> Animators need a controller to work, so you need to create a controller. To create a controller, right click in your project window, and choose ‘Create’ then ‘Animator Controller’ and begin laying it out. <br /> <br /> This is a complex step, but you can use the space editor pack controller as a template for laying out the animators; Just search for ‘Player Controller’ in the project window. <br /> <br /> An animator controller transitions animations based on input variables - we let you insert a few variables in here (we may add more over time). Your animator<br /> needs to have all these variables listed - even if it does not use them.<br /> <br /> These variables are:<br /> *Magnitude: runs from 0.0 to 1.0 - 0.0 is standing still, 0.5 is walking, 1.0 is running (approximately. These values may deviate from these general bounds.)<br /> *Angle: Runs from -1.0 to 1.0, 0.0 is not turning. -1.0 is turning left, 1.0 is turning right.<br /> *Vertical: The users key input - moving forward/back shifts this value from -1.0 to 1.0<br /> *Horizontal: As per above, except for the left/right keys.<br /> *Fly Vertical: 0.0 is not moving up/down in flight, -1 is descending, 1.0 is ascending.<br /> *Floor Angle: The normal angle of the floor - used for angling feet to match angled surfaces. Currently disabled.<br /> *Is Falling: On/Off - is the user in a falling state<br /> *Is Jump: On/Off - is the user currently jumping<br /> *Is Flying: On/Off - is the user currently flying<br /> <br /> See example:<br /> <br /> <br /> <br /> [[File:Animationcontroller.jpg|600px|]]<br /> <br /> ==Uploading Humanoid Costumes (No Custom Animations)==<br /> <br /> After setting the rig type to humanoid, you can go ahead and upload your costume. To upload it, first create a new empty gameobject in your scene. Click on the gameobject in the hierarchy, and click on ‘Add Component’ in the Inspector window. Search for ‘Clothing Item Settings’ and click ‘Add’. This will bring up the clothing item settings. Make sure to expand the ‘Costumes’ segment for the next step.<br /> <br /> '''Costumes'''<br /> <br /> For costume uploads. make sure the Costume setting is ticked under Clothing Item Settings. You do not need to use the &quot;Clothing&quot; setting as this will automatically be set.<br /> <br /> '''Costume Settings'''<br /> <br /> Under the Costume settings, there will be a setting called Referenced Prefab. Drag the prefab of the costume into this box to use this as the root template. <br /> <br /> There is also LOD Variants listed here. You can put in a High Detail template and a Low Detail Template here. The default is Medium. <br /> <br /> [[File:Costumesettings.png]]<br /> <br /> <br /> '''Finalise'''<br /> <br /> Before preparing, you may need to rename this empty gameobject to something else, otherwise it won’t prepare. You can rename it by scrolling to the top of the Inspector window and clicking in the box right at the top. I renamed mine to ‘Warrior Princess’. <br /> <br /> After renaming, click on ‘Prepare’. If it is successful, it will say ‘Re-Prepare’ after a couple of seconds. Save this as a prefab by dragging the gameobject into your project window.<br /> <br /> <br /> '''Uploading'''<br /> <br /> Now you are ready to get the costume uploaded to space. Click on the prefab of your costume in the project window. In the Inspector window, click on ‘Add Component’ and search for ‘Virtual Good’ and add it. <br /> <br /> Set the content type to ‘Clothing’ and fill in the rest of the information as you see fit. You can pick any category of clothing for the costume, it doesn’t matter which category it is under. <br /> <br /> After it’s all filled out, you can click on ‘Automatic Submission’ to get it uploading to space.<br /> <br /> <br /> [[File:Warriorvirtualgood.jpg|400px]]<br /> <br /> ==Uploading Humanoid and Other Costumes with Animator==<br /> <br /> To upload a costume with custom animators, follow the upload steps as above, but check ‘Animator’ under the ‘Slots’ segment. <br /> <br /> Scroll down to custom animations, and drag the animator controller you made into the ‘Controller’ slot. <br /> <br /> You need to insert the names you used for the variables under the Parameters section into the various fields. These are case and syntax sensitive, so copy them exactly as they are. <br /> <br /> '''Note:''' If you want to create new transitions in the controller, remember to uncheck the &quot;Has ExitTime&quot; in each transition. It is picked by default.<br /> <br /> [[File:Parameterscopy.jpg|800px]]<br /> <br /> <br /> After doing this, follow the steps above to make your costume a virtual good with the virtual goods script, and your costume will get uploading to space. <br /> <br /> <br /> For more information and tutorials on animations, see below:<br /> *[https://unity3d.com/learn/tutorials/modules/intermediate/live-training-archive/setting-up-a-humanoid-avatar Humanoid Animation]<br /> *[https://unity3d.com/learn/tutorials/topics/animation Animation]<br /> *[https://unity3d.com/learn Unity Learn]<br /> <br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Full_Body_Replacement_Costumes&diff=177004 Full Body Replacement Costumes 2019-10-10T00:28:53Z <p>Lesiar: /* Uploading Humanoid Costumes (No Custom Animations) */</p> <hr /> <div>Since Editor Pack 7, all space users now have the ability to create a full body replacement costume. <br /> The costume allows you to replace the space avatar base mesh with any object you want, such as another human avatar, an animal or an object; You can even use particle systems as your avatar!<br /> <br /> There are two parts to getting a costume working in space. You will need to first create or import your replacement costume, and then you will need to build an animator for this replacement costume. <br /> For the animations, you will need to create your own custom animations if you wish to use an object or creature as your replacement costume, but if you are using a humanoid as a replacement, you can use the default space animations, but more in detail on this later on in this guide.<br /> <br /> ==Creating Your Costume==<br /> <br /> You can create whatever you want to be your replacement costume, whether it be a unicorn, a wrestler or even a fire particle, anything is possible! You can create your own costume in your chosen 3D software and import it into Unity.<br /> <br /> <br /> ===Exporting From 3D Software===<br /> <br /> If you have made your own costume, you will need to export the costume from your chosen 3D software as an FBX file and save it somewhere for importing into Unity later. <br /> <br /> <br /> ===Importing From Unity Asset Store===<br /> <br /> If you have decided to download an object/model to use as your costume from the Unity Asset Store, then you probably won’t have to change the format of the model as most models on the asset store are already in FBX format. <br /> <br /> Once the asset has downloaded, it will ask you to import the model into Unity. I am using a warrior princess model for this guide.<br /> <br /> Make sure you have selected all of the assets by clicking on ‘All’ then click on ‘Import’. <br /> This will make a new folder in your Assets folder with all of the items needed for your costume.<br /> <br /> '''Note''': Please make sure you have the rights to use the model from Unity Asset Store.<br /> <br /> <br /> [[File:Warriorimport.jpg|400px]]<br /> <br /> <br /> ===Importing From 3D Software===<br /> <br /> After the above step of exporting from the 3D software as an FBX file, you can import this into Unity by clicking on ‘Assets’ and choosing ‘Import New Asset’ at the top of the Unity screen. Then choose your FBX file. This will place the FBX file into your Assets folder.<br /> <br /> <br /> [[File:Assetimport.jpg|400px]]<br /> <br /> <br /> ==Setting Up Your Costume For Upload==<br /> <br /> ===Setting Up A Humanoid Costume===<br /> <br /> If your costume is a humanoid model, and you want to use it with the default space animations, you need to set it up to work with the animations. <br /> <br /> Uncheck the ‘Apply Root Motion’ box. You can do this by clicking on the FBX in your hierarchy and finding the ‘Apply Root Motion’ box in the inspector window. If Apply Root Motion is greyed out, drag the FBX into your scene, then back to the project window to create a prefab.<br /> <br /> <br /> [[File:Rootmotion.jpg]]<br /> <br /> <br /> Click on the FBX file you have imported in the project window, and under the Inspector window, choose ‘Rig’, and set the animation type to ‘Humanoid’. This will enable you to be able to use the default space animations for the replacement costume.<br /> <br /> <br /> [[File:Inspectorrig.jpg|600px]]<br /> <br /> ===Setting up a Non Humanoid Costume with Animator===<br /> <br /> If you have chosen to use an object or animal as your replacement costume, or you want to create your own animations for a humanoid, you will need to create an animator. <br /> <br /> Animators allow you to upload completely custom animations with the replacement costume. <br /> <br /> <br /> ====Making A Controller for the Animator====<br /> <br /> Animators need a controller to work, so you need to create a controller. To create a controller, right click in your project window, and choose ‘Create’ then ‘Animator Controller’ and begin laying it out. <br /> <br /> This is a complex step, but you can use the space editor pack controller as a template for laying out the animators; Just search for ‘Player Controller’ in the project window. <br /> <br /> An animator controller transitions animations based on input variables - we let you insert a few variables in here (we may add more over time). Your animator<br /> needs to have all these variables listed - even if it does not use them.<br /> <br /> These variables are:<br /> *Magnitude: runs from 0.0 to 1.0 - 0.0 is standing still, 0.5 is walking, 1.0 is running (approximately. These values may deviate from these general bounds.)<br /> *Angle: Runs from -1.0 to 1.0, 0.0 is not turning. -1.0 is turning left, 1.0 is turning right.<br /> *Vertical: The users key input - moving forward/back shifts this value from -1.0 to 1.0<br /> *Horizontal: As per above, except for the left/right keys.<br /> *Fly Vertical: 0.0 is not moving up/down in flight, -1 is descending, 1.0 is ascending.<br /> *Floor Angle: The normal angle of the floor - used for angling feet to match angled surfaces. Currently disabled.<br /> *Is Falling: On/Off - is the user in a falling state<br /> *Is Jump: On/Off - is the user currently jumping<br /> *Is Flying: On/Off - is the user currently flying<br /> <br /> See example:<br /> <br /> <br /> <br /> [[File:Animationcontroller.jpg|600px|]]<br /> <br /> ==Uploading Humanoid Costumes (No Custom Animations)==<br /> <br /> After setting the rig type to humanoid, you can go ahead and upload your costume. To upload it, first create a new empty gameobject in your scene. Click on the gameobject in the hierarchy, and click on ‘Add Component’ in the Inspector window. Search for ‘Clothing Item Settings’ and click ‘Add’. This will bring up the clothing item settings. Make sure to expand the ‘Costumes’ segment for the next step.<br /> <br /> '''Costumes'''<br /> <br /> For costume uploads. make sure the Costume setting is ticked under Clothing Item Settings as this will automatically tick the Costume slot box.<br /> <br /> '''Costume Settings'''<br /> <br /> Under the Costume settings, there will be a setting called Referenced Prefab. Drag the prefab of the costume into this box to use this as the root template. <br /> <br /> There is also LOD Variants listed here. You can put in a High Detail template and a Low Detail Template here. The default is Medium. <br /> <br /> [[File:Costumesettings.png]]<br /> <br /> <br /> '''Finalise'''<br /> <br /> Before preparing, you may need to rename this empty gameobject to something else, otherwise it won’t prepare. You can rename it by scrolling to the top of the Inspector window and clicking in the box right at the top. I renamed mine to ‘Warrior Princess’. <br /> <br /> After renaming, click on ‘Prepare’. If it is successful, it will say ‘Re-Prepare’ after a couple of seconds. Save this as a prefab by dragging the gameobject into your project window.<br /> <br /> <br /> '''Uploading'''<br /> <br /> Now you are ready to get the costume uploaded to space. Click on the prefab of your costume in the project window. In the Inspector window, click on ‘Add Component’ and search for ‘Virtual Good’ and add it. <br /> <br /> Set the content type to ‘Clothing’ and fill in the rest of the information as you see fit. You can pick any category of clothing for the costume, it doesn’t matter which category it is under. <br /> <br /> After it’s all filled out, you can click on ‘Automatic Submission’ to get it uploading to space.<br /> <br /> <br /> [[File:Warriorvirtualgood.jpg|400px]]<br /> <br /> ==Uploading Humanoid and Other Costumes with Animator==<br /> <br /> To upload a costume with custom animators, follow the upload steps as above, but check ‘Animator’ under the ‘Slots’ segment. <br /> <br /> Scroll down to custom animations, and drag the animator controller you made into the ‘Controller’ slot. <br /> <br /> You need to insert the names you used for the variables under the Parameters section into the various fields. These are case and syntax sensitive, so copy them exactly as they are. <br /> <br /> '''Note:''' If you want to create new transitions in the controller, remember to uncheck the &quot;Has ExitTime&quot; in each transition. It is picked by default.<br /> <br /> [[File:Parameterscopy.jpg|800px]]<br /> <br /> <br /> After doing this, follow the steps above to make your costume a virtual good with the virtual goods script, and your costume will get uploading to space. <br /> <br /> <br /> For more information and tutorials on animations, see below:<br /> *[https://unity3d.com/learn/tutorials/modules/intermediate/live-training-archive/setting-up-a-humanoid-avatar Humanoid Animation]<br /> *[https://unity3d.com/learn/tutorials/topics/animation Animation]<br /> *[https://unity3d.com/learn Unity Learn]<br /> <br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Full_Body_Replacement_Costumes&diff=177003 Full Body Replacement Costumes 2019-10-10T00:28:09Z <p>Lesiar: /* Uploading Humanoid Costumes (No Custom Animations) */</p> <hr /> <div>Since Editor Pack 7, all space users now have the ability to create a full body replacement costume. <br /> The costume allows you to replace the space avatar base mesh with any object you want, such as another human avatar, an animal or an object; You can even use particle systems as your avatar!<br /> <br /> There are two parts to getting a costume working in space. You will need to first create or import your replacement costume, and then you will need to build an animator for this replacement costume. <br /> For the animations, you will need to create your own custom animations if you wish to use an object or creature as your replacement costume, but if you are using a humanoid as a replacement, you can use the default space animations, but more in detail on this later on in this guide.<br /> <br /> ==Creating Your Costume==<br /> <br /> You can create whatever you want to be your replacement costume, whether it be a unicorn, a wrestler or even a fire particle, anything is possible! You can create your own costume in your chosen 3D software and import it into Unity.<br /> <br /> <br /> ===Exporting From 3D Software===<br /> <br /> If you have made your own costume, you will need to export the costume from your chosen 3D software as an FBX file and save it somewhere for importing into Unity later. <br /> <br /> <br /> ===Importing From Unity Asset Store===<br /> <br /> If you have decided to download an object/model to use as your costume from the Unity Asset Store, then you probably won’t have to change the format of the model as most models on the asset store are already in FBX format. <br /> <br /> Once the asset has downloaded, it will ask you to import the model into Unity. I am using a warrior princess model for this guide.<br /> <br /> Make sure you have selected all of the assets by clicking on ‘All’ then click on ‘Import’. <br /> This will make a new folder in your Assets folder with all of the items needed for your costume.<br /> <br /> '''Note''': Please make sure you have the rights to use the model from Unity Asset Store.<br /> <br /> <br /> [[File:Warriorimport.jpg|400px]]<br /> <br /> <br /> ===Importing From 3D Software===<br /> <br /> After the above step of exporting from the 3D software as an FBX file, you can import this into Unity by clicking on ‘Assets’ and choosing ‘Import New Asset’ at the top of the Unity screen. Then choose your FBX file. This will place the FBX file into your Assets folder.<br /> <br /> <br /> [[File:Assetimport.jpg|400px]]<br /> <br /> <br /> ==Setting Up Your Costume For Upload==<br /> <br /> ===Setting Up A Humanoid Costume===<br /> <br /> If your costume is a humanoid model, and you want to use it with the default space animations, you need to set it up to work with the animations. <br /> <br /> Uncheck the ‘Apply Root Motion’ box. You can do this by clicking on the FBX in your hierarchy and finding the ‘Apply Root Motion’ box in the inspector window. If Apply Root Motion is greyed out, drag the FBX into your scene, then back to the project window to create a prefab.<br /> <br /> <br /> [[File:Rootmotion.jpg]]<br /> <br /> <br /> Click on the FBX file you have imported in the project window, and under the Inspector window, choose ‘Rig’, and set the animation type to ‘Humanoid’. This will enable you to be able to use the default space animations for the replacement costume.<br /> <br /> <br /> [[File:Inspectorrig.jpg|600px]]<br /> <br /> ===Setting up a Non Humanoid Costume with Animator===<br /> <br /> If you have chosen to use an object or animal as your replacement costume, or you want to create your own animations for a humanoid, you will need to create an animator. <br /> <br /> Animators allow you to upload completely custom animations with the replacement costume. <br /> <br /> <br /> ====Making A Controller for the Animator====<br /> <br /> Animators need a controller to work, so you need to create a controller. To create a controller, right click in your project window, and choose ‘Create’ then ‘Animator Controller’ and begin laying it out. <br /> <br /> This is a complex step, but you can use the space editor pack controller as a template for laying out the animators; Just search for ‘Player Controller’ in the project window. <br /> <br /> An animator controller transitions animations based on input variables - we let you insert a few variables in here (we may add more over time). Your animator<br /> needs to have all these variables listed - even if it does not use them.<br /> <br /> These variables are:<br /> *Magnitude: runs from 0.0 to 1.0 - 0.0 is standing still, 0.5 is walking, 1.0 is running (approximately. These values may deviate from these general bounds.)<br /> *Angle: Runs from -1.0 to 1.0, 0.0 is not turning. -1.0 is turning left, 1.0 is turning right.<br /> *Vertical: The users key input - moving forward/back shifts this value from -1.0 to 1.0<br /> *Horizontal: As per above, except for the left/right keys.<br /> *Fly Vertical: 0.0 is not moving up/down in flight, -1 is descending, 1.0 is ascending.<br /> *Floor Angle: The normal angle of the floor - used for angling feet to match angled surfaces. Currently disabled.<br /> *Is Falling: On/Off - is the user in a falling state<br /> *Is Jump: On/Off - is the user currently jumping<br /> *Is Flying: On/Off - is the user currently flying<br /> <br /> See example:<br /> <br /> <br /> <br /> [[File:Animationcontroller.jpg|600px|]]<br /> <br /> ==Uploading Humanoid Costumes (No Custom Animations)==<br /> <br /> After setting the rig type to humanoid, you can go ahead and upload your costume. To upload it, first create a new empty gameobject in your scene. Click on the gameobject in the hierarchy, and click on ‘Add Component’ in the Inspector window. Search for ‘Clothing Item Settings’ and click ‘Add’. This will bring up the clothing item settings. Make sure to expand the ‘Costumes’ segment for the next step.<br /> <br /> '''Costumes'''<br /> <br /> For costume uploads. make sure the Costume setting is ticked under Clothing Item Settings as this will automatically tick the Costume slot box.<br /> <br /> [[File:Costumeclothing.png|600px]]<br /> <br /> '''Costume Settings'''<br /> <br /> Under the Costume settings, there will be a setting called Referenced Prefab. Drag the prefab of the costume into this box to use this as the root template. <br /> <br /> There is also LOD Variants listed here. You can put in a High Detail template and a Low Detail Template here. The default is Medium. <br /> <br /> [[File:Costumesettings.png]]<br /> <br /> <br /> '''Finalise'''<br /> <br /> Before preparing, you may need to rename this empty gameobject to something else, otherwise it won’t prepare. You can rename it by scrolling to the top of the Inspector window and clicking in the box right at the top. I renamed mine to ‘Warrior Princess’. <br /> <br /> After renaming, click on ‘Prepare’. If it is successful, it will say ‘Re-Prepare’ after a couple of seconds. Save this as a prefab by dragging the gameobject into your project window.<br /> <br /> <br /> '''Uploading'''<br /> <br /> Now you are ready to get the costume uploaded to space. Click on the prefab of your costume in the project window. In the Inspector window, click on ‘Add Component’ and search for ‘Virtual Good’ and add it. <br /> <br /> Set the content type to ‘Clothing’ and fill in the rest of the information as you see fit. You can pick any category of clothing for the costume, it doesn’t matter which category it is under. <br /> <br /> After it’s all filled out, you can click on ‘Automatic Submission’ to get it uploading to space.<br /> <br /> <br /> [[File:Warriorvirtualgood.jpg|400px]]<br /> <br /> ==Uploading Humanoid and Other Costumes with Animator==<br /> <br /> To upload a costume with custom animators, follow the upload steps as above, but check ‘Animator’ under the ‘Slots’ segment. <br /> <br /> Scroll down to custom animations, and drag the animator controller you made into the ‘Controller’ slot. <br /> <br /> You need to insert the names you used for the variables under the Parameters section into the various fields. These are case and syntax sensitive, so copy them exactly as they are. <br /> <br /> '''Note:''' If you want to create new transitions in the controller, remember to uncheck the &quot;Has ExitTime&quot; in each transition. It is picked by default.<br /> <br /> [[File:Parameterscopy.jpg|800px]]<br /> <br /> <br /> After doing this, follow the steps above to make your costume a virtual good with the virtual goods script, and your costume will get uploading to space. <br /> <br /> <br /> For more information and tutorials on animations, see below:<br /> *[https://unity3d.com/learn/tutorials/modules/intermediate/live-training-archive/setting-up-a-humanoid-avatar Humanoid Animation]<br /> *[https://unity3d.com/learn/tutorials/topics/animation Animation]<br /> *[https://unity3d.com/learn Unity Learn]<br /> <br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Full_Body_Replacement_Costumes&diff=177002 Full Body Replacement Costumes 2019-10-10T00:25:03Z <p>Lesiar: /* Setting up a Non Humanoid Costume with Animator */</p> <hr /> <div>Since Editor Pack 7, all space users now have the ability to create a full body replacement costume. <br /> The costume allows you to replace the space avatar base mesh with any object you want, such as another human avatar, an animal or an object; You can even use particle systems as your avatar!<br /> <br /> There are two parts to getting a costume working in space. You will need to first create or import your replacement costume, and then you will need to build an animator for this replacement costume. <br /> For the animations, you will need to create your own custom animations if you wish to use an object or creature as your replacement costume, but if you are using a humanoid as a replacement, you can use the default space animations, but more in detail on this later on in this guide.<br /> <br /> ==Creating Your Costume==<br /> <br /> You can create whatever you want to be your replacement costume, whether it be a unicorn, a wrestler or even a fire particle, anything is possible! You can create your own costume in your chosen 3D software and import it into Unity.<br /> <br /> <br /> ===Exporting From 3D Software===<br /> <br /> If you have made your own costume, you will need to export the costume from your chosen 3D software as an FBX file and save it somewhere for importing into Unity later. <br /> <br /> <br /> ===Importing From Unity Asset Store===<br /> <br /> If you have decided to download an object/model to use as your costume from the Unity Asset Store, then you probably won’t have to change the format of the model as most models on the asset store are already in FBX format. <br /> <br /> Once the asset has downloaded, it will ask you to import the model into Unity. I am using a warrior princess model for this guide.<br /> <br /> Make sure you have selected all of the assets by clicking on ‘All’ then click on ‘Import’. <br /> This will make a new folder in your Assets folder with all of the items needed for your costume.<br /> <br /> '''Note''': Please make sure you have the rights to use the model from Unity Asset Store.<br /> <br /> <br /> [[File:Warriorimport.jpg|400px]]<br /> <br /> <br /> ===Importing From 3D Software===<br /> <br /> After the above step of exporting from the 3D software as an FBX file, you can import this into Unity by clicking on ‘Assets’ and choosing ‘Import New Asset’ at the top of the Unity screen. Then choose your FBX file. This will place the FBX file into your Assets folder.<br /> <br /> <br /> [[File:Assetimport.jpg|400px]]<br /> <br /> <br /> ==Setting Up Your Costume For Upload==<br /> <br /> ===Setting Up A Humanoid Costume===<br /> <br /> If your costume is a humanoid model, and you want to use it with the default space animations, you need to set it up to work with the animations. <br /> <br /> Uncheck the ‘Apply Root Motion’ box. You can do this by clicking on the FBX in your hierarchy and finding the ‘Apply Root Motion’ box in the inspector window. If Apply Root Motion is greyed out, drag the FBX into your scene, then back to the project window to create a prefab.<br /> <br /> <br /> [[File:Rootmotion.jpg]]<br /> <br /> <br /> Click on the FBX file you have imported in the project window, and under the Inspector window, choose ‘Rig’, and set the animation type to ‘Humanoid’. This will enable you to be able to use the default space animations for the replacement costume.<br /> <br /> <br /> [[File:Inspectorrig.jpg|600px]]<br /> <br /> ===Setting up a Non Humanoid Costume with Animator===<br /> <br /> If you have chosen to use an object or animal as your replacement costume, or you want to create your own animations for a humanoid, you will need to create an animator. <br /> <br /> Animators allow you to upload completely custom animations with the replacement costume. <br /> <br /> <br /> ====Making A Controller for the Animator====<br /> <br /> Animators need a controller to work, so you need to create a controller. To create a controller, right click in your project window, and choose ‘Create’ then ‘Animator Controller’ and begin laying it out. <br /> <br /> This is a complex step, but you can use the space editor pack controller as a template for laying out the animators; Just search for ‘Player Controller’ in the project window. <br /> <br /> An animator controller transitions animations based on input variables - we let you insert a few variables in here (we may add more over time). Your animator<br /> needs to have all these variables listed - even if it does not use them.<br /> <br /> These variables are:<br /> *Magnitude: runs from 0.0 to 1.0 - 0.0 is standing still, 0.5 is walking, 1.0 is running (approximately. These values may deviate from these general bounds.)<br /> *Angle: Runs from -1.0 to 1.0, 0.0 is not turning. -1.0 is turning left, 1.0 is turning right.<br /> *Vertical: The users key input - moving forward/back shifts this value from -1.0 to 1.0<br /> *Horizontal: As per above, except for the left/right keys.<br /> *Fly Vertical: 0.0 is not moving up/down in flight, -1 is descending, 1.0 is ascending.<br /> *Floor Angle: The normal angle of the floor - used for angling feet to match angled surfaces. Currently disabled.<br /> *Is Falling: On/Off - is the user in a falling state<br /> *Is Jump: On/Off - is the user currently jumping<br /> *Is Flying: On/Off - is the user currently flying<br /> <br /> See example:<br /> <br /> <br /> <br /> [[File:Animationcontroller.jpg|600px|]]<br /> <br /> ==Uploading Humanoid Costumes (No Custom Animations)==<br /> <br /> After setting the rig type to humanoid, you can go ahead and upload your costume. To upload it, first create a new empty gameobject in your scene. Click on the gameobject in the hierarchy, and click on ‘Add Component’ in the Inspector window. Search for ‘Clothing Item Settings’ and click ‘Add’. This will bring up the clothing item settings. Make sure to expand the ‘Slots’ segment for the next step.<br /> <br /> '''Slots'''<br /> <br /> For costume uploads. make sure the Costume setting is ticked under Clothing Item Settings as this will automatically tick the Costume slot box.<br /> <br /> <br /> [[File:Costumeclothing.png|600px]]<br /> <br /> '''Review Staff note: '''Please pick the &quot;chest&quot; and &quot;pelvis&quot; options in clothes settings, or it will not pass the review because you cannot save the outfits in outfit screen.<br /> <br /> Or, you can try set it to 'Attachment' under Clothing Type. <br /> <br /> <br /> '''Costume Settings'''<br /> <br /> Under the Costume settings, there will be a setting called Referenced Prefab. Drag the prefab of the costume into this box to use this as the root template. <br /> <br /> There is also LOD Variants listed here. You can put in a High Detail template and a Low Detail Template here. The default is Medium. <br /> <br /> [[File:Costumesettings.png]]<br /> <br /> <br /> '''Finalise'''<br /> <br /> Before preparing, you may need to rename this empty gameobject to something else, otherwise it won’t prepare. You can rename it by scrolling to the top of the Inspector window and clicking in the box right at the top. I renamed mine to ‘Warrior Princess’. <br /> <br /> After renaming, click on ‘Prepare’. If it is successful, it will say ‘Re-Prepare’ after a couple of seconds. Save this as a prefab by dragging the gameobject into your project window.<br /> <br /> <br /> '''Uploading'''<br /> <br /> Now you are ready to get the costume uploaded to space. Click on the prefab of your costume in the project window. In the Inspector window, click on ‘Add Component’ and search for ‘Virtual Good’ and add it. <br /> <br /> Set the content type to ‘Clothing’ and fill in the rest of the information as you see fit. You can pick any category of clothing for the costume, it doesn’t matter which category it is under. <br /> <br /> After it’s all filled out, you can click on ‘Automatic Submission’ to get it uploading to space.<br /> <br /> <br /> [[File:Warriorvirtualgood.jpg|400px]]<br /> <br /> <br /> <br /> ==Uploading Humanoid and Other Costumes with Animator==<br /> <br /> To upload a costume with custom animators, follow the upload steps as above, but check ‘Animator’ under the ‘Slots’ segment. <br /> <br /> Scroll down to custom animations, and drag the animator controller you made into the ‘Controller’ slot. <br /> <br /> You need to insert the names you used for the variables under the Parameters section into the various fields. These are case and syntax sensitive, so copy them exactly as they are. <br /> <br /> '''Note:''' If you want to create new transitions in the controller, remember to uncheck the &quot;Has ExitTime&quot; in each transition. It is picked by default.<br /> <br /> [[File:Parameterscopy.jpg|800px]]<br /> <br /> <br /> After doing this, follow the steps above to make your costume a virtual good with the virtual goods script, and your costume will get uploading to space. <br /> <br /> <br /> For more information and tutorials on animations, see below:<br /> *[https://unity3d.com/learn/tutorials/modules/intermediate/live-training-archive/setting-up-a-humanoid-avatar Humanoid Animation]<br /> *[https://unity3d.com/learn/tutorials/topics/animation Animation]<br /> *[https://unity3d.com/learn Unity Learn]<br /> <br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Full_Body_Replacement_Costumes&diff=177000 Full Body Replacement Costumes 2019-10-10T00:23:01Z <p>Lesiar: /* Setting Up A Humanoid Costume */</p> <hr /> <div>Since Editor Pack 7, all space users now have the ability to create a full body replacement costume. <br /> The costume allows you to replace the space avatar base mesh with any object you want, such as another human avatar, an animal or an object; You can even use particle systems as your avatar!<br /> <br /> There are two parts to getting a costume working in space. You will need to first create or import your replacement costume, and then you will need to build an animator for this replacement costume. <br /> For the animations, you will need to create your own custom animations if you wish to use an object or creature as your replacement costume, but if you are using a humanoid as a replacement, you can use the default space animations, but more in detail on this later on in this guide.<br /> <br /> ==Creating Your Costume==<br /> <br /> You can create whatever you want to be your replacement costume, whether it be a unicorn, a wrestler or even a fire particle, anything is possible! You can create your own costume in your chosen 3D software and import it into Unity.<br /> <br /> <br /> ===Exporting From 3D Software===<br /> <br /> If you have made your own costume, you will need to export the costume from your chosen 3D software as an FBX file and save it somewhere for importing into Unity later. <br /> <br /> <br /> ===Importing From Unity Asset Store===<br /> <br /> If you have decided to download an object/model to use as your costume from the Unity Asset Store, then you probably won’t have to change the format of the model as most models on the asset store are already in FBX format. <br /> <br /> Once the asset has downloaded, it will ask you to import the model into Unity. I am using a warrior princess model for this guide.<br /> <br /> Make sure you have selected all of the assets by clicking on ‘All’ then click on ‘Import’. <br /> This will make a new folder in your Assets folder with all of the items needed for your costume.<br /> <br /> '''Note''': Please make sure you have the rights to use the model from Unity Asset Store.<br /> <br /> <br /> [[File:Warriorimport.jpg|400px]]<br /> <br /> <br /> ===Importing From 3D Software===<br /> <br /> After the above step of exporting from the 3D software as an FBX file, you can import this into Unity by clicking on ‘Assets’ and choosing ‘Import New Asset’ at the top of the Unity screen. Then choose your FBX file. This will place the FBX file into your Assets folder.<br /> <br /> <br /> [[File:Assetimport.jpg|400px]]<br /> <br /> <br /> ==Setting Up Your Costume For Upload==<br /> <br /> ===Setting Up A Humanoid Costume===<br /> <br /> If your costume is a humanoid model, and you want to use it with the default space animations, you need to set it up to work with the animations. <br /> <br /> Uncheck the ‘Apply Root Motion’ box. You can do this by clicking on the FBX in your hierarchy and finding the ‘Apply Root Motion’ box in the inspector window. If Apply Root Motion is greyed out, drag the FBX into your scene, then back to the project window to create a prefab.<br /> <br /> <br /> [[File:Rootmotion.jpg]]<br /> <br /> <br /> Click on the FBX file you have imported in the project window, and under the Inspector window, choose ‘Rig’, and set the animation type to ‘Humanoid’. This will enable you to be able to use the default space animations for the replacement costume.<br /> <br /> <br /> [[File:Inspectorrig.jpg|600px]]<br /> <br /> ===Setting up a Non Humanoid Costume with Animator===<br /> <br /> If you have chosen to use an object or animal as your replacement costume, or you want to create your own animations for a humanoid, you will need to create an animator. <br /> <br /> Animators allow you to upload completely custom animations with the replacement costume. <br /> <br /> <br /> ====Making A Controller for the Animator====<br /> <br /> Animators need a controller to work, so you need to create a controller. To create a controller, right click in your project window, and choose ‘Create’ then ‘Animator Controller’ and begin laying it out. <br /> <br /> This is a complex step, but you can use the space editor pack controller as a template for laying out the animators; Just search for ‘Player Controller’ in the project window. <br /> <br /> An animator controller transitions animations based on input variables - we let you insert a few variables in here (we may add more over time). Your animator<br /> needs to have all these variables listed - even if it does not use them.<br /> <br /> These variables are:<br /> *Magnitude: runs from 0.0 to 1.0 - 0.0 is standing still, 0.5 is walking, 1.0 is running (approximately. These values may deviate from these general bounds.)<br /> *Angle: Runs from -1.0 to 1.0, 0.0 is not turning. -1.0 is turning left, 1.0 is turning right.<br /> *Vertical: The users key input - moving forward/back shifts this value from -1.0 to 1.0<br /> *Horizontal: As per above, except for the left/right keys.<br /> *Fly Vertical: 0.0 is not moving up/down in flight, -1 is descending, 1.0 is ascending.<br /> *Floor Angle: The normal angle of the floor - used for angling feet to match angled surfaces. Currently disabled.<br /> *Is Falling: On/Off - is the user in a falling state<br /> *Is Jump: On/Off - is the user currently jumping<br /> *Is Flying: On/Off - is the user currently flying<br /> <br /> See example:<br /> <br /> <br /> <br /> [[File:Animationcontroller.jpg|600px|]]<br /> <br /> <br /> <br /> <br /> ==Uploading Humanoid Costumes (No Custom Animations)==<br /> <br /> After setting the rig type to humanoid, you can go ahead and upload your costume. To upload it, first create a new empty gameobject in your scene. Click on the gameobject in the hierarchy, and click on ‘Add Component’ in the Inspector window. Search for ‘Clothing Item Settings’ and click ‘Add’. This will bring up the clothing item settings. Make sure to expand the ‘Slots’ segment for the next step.<br /> <br /> '''Slots'''<br /> <br /> For costume uploads. make sure the Costume setting is ticked under Clothing Item Settings as this will automatically tick the Costume slot box.<br /> <br /> <br /> [[File:Costumeclothing.png|600px]]<br /> <br /> '''Review Staff note: '''Please pick the &quot;chest&quot; and &quot;pelvis&quot; options in clothes settings, or it will not pass the review because you cannot save the outfits in outfit screen.<br /> <br /> Or, you can try set it to 'Attachment' under Clothing Type. <br /> <br /> <br /> '''Costume Settings'''<br /> <br /> Under the Costume settings, there will be a setting called Referenced Prefab. Drag the prefab of the costume into this box to use this as the root template. <br /> <br /> There is also LOD Variants listed here. You can put in a High Detail template and a Low Detail Template here. The default is Medium. <br /> <br /> [[File:Costumesettings.png]]<br /> <br /> <br /> '''Finalise'''<br /> <br /> Before preparing, you may need to rename this empty gameobject to something else, otherwise it won’t prepare. You can rename it by scrolling to the top of the Inspector window and clicking in the box right at the top. I renamed mine to ‘Warrior Princess’. <br /> <br /> After renaming, click on ‘Prepare’. If it is successful, it will say ‘Re-Prepare’ after a couple of seconds. Save this as a prefab by dragging the gameobject into your project window.<br /> <br /> <br /> '''Uploading'''<br /> <br /> Now you are ready to get the costume uploaded to space. Click on the prefab of your costume in the project window. In the Inspector window, click on ‘Add Component’ and search for ‘Virtual Good’ and add it. <br /> <br /> Set the content type to ‘Clothing’ and fill in the rest of the information as you see fit. You can pick any category of clothing for the costume, it doesn’t matter which category it is under. <br /> <br /> After it’s all filled out, you can click on ‘Automatic Submission’ to get it uploading to space.<br /> <br /> <br /> [[File:Warriorvirtualgood.jpg|400px]]<br /> <br /> <br /> <br /> ==Uploading Humanoid and Other Costumes with Animator==<br /> <br /> To upload a costume with custom animators, follow the upload steps as above, but check ‘Animator’ under the ‘Slots’ segment. <br /> <br /> Scroll down to custom animations, and drag the animator controller you made into the ‘Controller’ slot. <br /> <br /> You need to insert the names you used for the variables under the Parameters section into the various fields. These are case and syntax sensitive, so copy them exactly as they are. <br /> <br /> '''Note:''' If you want to create new transitions in the controller, remember to uncheck the &quot;Has ExitTime&quot; in each transition. It is picked by default.<br /> <br /> [[File:Parameterscopy.jpg|800px]]<br /> <br /> <br /> After doing this, follow the steps above to make your costume a virtual good with the virtual goods script, and your costume will get uploading to space. <br /> <br /> <br /> For more information and tutorials on animations, see below:<br /> *[https://unity3d.com/learn/tutorials/modules/intermediate/live-training-archive/setting-up-a-humanoid-avatar Humanoid Animation]<br /> *[https://unity3d.com/learn/tutorials/topics/animation Animation]<br /> *[https://unity3d.com/learn Unity Learn]<br /> <br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Take_Snapshot&diff=71024 Gestures/Take Snapshot 2019-01-17T20:37:58Z <p>Lesiar: </p> <hr /> <div>[[File:Avatar Effect Snapshot.jpeg]]</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Take_Snapshot&diff=71023 Gestures/Take Snapshot 2019-01-17T20:37:26Z <p>Lesiar: Created page with &quot;Avatar Effect Snapshot.jpeg&quot;</p> <hr /> <div>[[Avatar Effect Snapshot.jpeg]]</div> Lesiar https://wiki.sine.space/index.php?title=File:Avatar_Effect_Snapshot.jpeg&diff=71022 File:Avatar Effect Snapshot.jpeg 2019-01-17T20:36:55Z <p>Lesiar: Avatar Effect Snapshot Component</p> <hr /> <div>Avatar Effect Snapshot Component</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Single_Person_Animation&diff=71021 Gestures/Single Person Animation 2019-01-17T20:36:19Z <p>Lesiar: /* Avatar Effect Script */</p> <hr /> <div>&lt;!--==Create Gesture Prefab==<br /> <br /> In the project folder called Gestures / Prefabs you will see a selection of templates you can duplicate, rename and modify.<br /> <br /> Highlight the 1 Person Template file and click ctrl D to duplicate.<br /> <br /> Rename your new prefab in the project window, then drag it into the scene.<br /> <br /> <br /> [[File:Create_new_gesture_template.jpg]]<br /> <br /> <br /> You can also create an empty game object and then add the specific Avatar Effect Scripts you require, and a Virtual Goods Script.--&gt;<br /> <br /> ==Import FBX==<br /> <br /> When you import the .fbx file containing your animation you need to rig it. <br /> <br /> Click the rig tab in the inspector.<br /> Set the type to Humanoid.<br /> Set the Avatar Definition to Copy From Other Avatar<br /> Select the relevant sinespace avatar as the source (click the small circle to the right of the Source field.)<br /> <br /> [[File:Import FBX Screenie 02.jpeg]]<br /> <br /> Now click from the rig tab to the Animations tab.<br /> <br /> You should be able to see your animation in the preview window in the Inspector.<br /> <br /> You may wish to crop or modify the animation using Unity's tools in this panel; see here for more information on Unity's animation tools. <br /> <br /> http://docs.unity3d.com/Manual/AnimationClips.html<br /> <br /> ==Avatar Effect Script==<br /> <br /> Set the number of participants to 1.<br /> <br /> If your animation is specifically for a single gender then check &quot;Is Gendered&quot; and select Male or Female from the &quot;Nominal Gender&quot; dropdown.<br /> <br /> Leave the Trigger fields empty; these will be used with multi-person gestures.<br /> <br /> Tick loop if required; e.g. for dances. The user will be able to stop looping in-world by exiting the gesture..<br /> <br /> [[File:Avatar Effect Script.jpeg]]<br /> <br /> '''Other Avatar Effect Scripts'''<br /> <br /> [[Gestures/Props]]<br /> <br /> [[Gestures/FX]]<br /> <br /> [[Gestures/Replace controller]]<br /> <br /> [[Gestures/Take Snapshot]]<br /> <br /> ==Avatar Animation Effect Script==<br /> <br /> Drag the animation take from within your fbx file into the Clip field.<br /> <br /> Leave &quot;Participant&quot; set to Initiator.<br /> <br /> You can use the start time to delay the start of the gesture.<br /> <br /> If your gesture involves interaction with fixed position prop (e.g. a door handle) or with precise two person gestures (e.g. shaking hands) you may wish to tick Fix Avatar Height. This will set the user's avatar height to the standard height for avatars in sinespace.<br /> <br /> [[file:Avatar_Animation_Effect_Script.jpeg]]<br /> <br /> ==Preview gesture in scene==<br /> <br /> Once you have added the animation track to the Clip field in the Avatar Effects Script you can click play in Unity and see the gesture performed by the model in the scene.<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Single_Person_Animation&diff=71019 Gestures/Single Person Animation 2019-01-17T20:32:58Z <p>Lesiar: /* Avatar Effect Script */</p> <hr /> <div>&lt;!--==Create Gesture Prefab==<br /> <br /> In the project folder called Gestures / Prefabs you will see a selection of templates you can duplicate, rename and modify.<br /> <br /> Highlight the 1 Person Template file and click ctrl D to duplicate.<br /> <br /> Rename your new prefab in the project window, then drag it into the scene.<br /> <br /> <br /> [[File:Create_new_gesture_template.jpg]]<br /> <br /> <br /> You can also create an empty game object and then add the specific Avatar Effect Scripts you require, and a Virtual Goods Script.--&gt;<br /> <br /> ==Import FBX==<br /> <br /> When you import the .fbx file containing your animation you need to rig it. <br /> <br /> Click the rig tab in the inspector.<br /> Set the type to Humanoid.<br /> Set the Avatar Definition to Copy From Other Avatar<br /> Select the relevant sinespace avatar as the source (click the small circle to the right of the Source field.)<br /> <br /> [[File:Import FBX Screenie 02.jpeg]]<br /> <br /> Now click from the rig tab to the Animations tab.<br /> <br /> You should be able to see your animation in the preview window in the Inspector.<br /> <br /> You may wish to crop or modify the animation using Unity's tools in this panel; see here for more information on Unity's animation tools. <br /> <br /> http://docs.unity3d.com/Manual/AnimationClips.html<br /> <br /> ==Avatar Effect Script==<br /> <br /> Set the number of participants to 1.<br /> <br /> If your animation is specifically for a single gender then check &quot;Is Gendered&quot; and select Male or Female from the &quot;Nominal Gender&quot; dropdown.<br /> <br /> Leave the Trigger fields empty; these will be used with multi-person gestures.<br /> <br /> Tick loop if required; e.g. for dances. The user will be able to stop looping in-world by exiting the gesture..<br /> <br /> [[File:Avatar Effect Script.jpeg]]<br /> <br /> '''Other Avatar Effect Scripts'''<br /> <br /> [[Gestures/Props]]<br /> <br /> [[Gestures/FX]]<br /> <br /> [[Replace controller]]<br /> <br /> ==Avatar Animation Effect Script==<br /> <br /> Drag the animation take from within your fbx file into the Clip field.<br /> <br /> Leave &quot;Participant&quot; set to Initiator.<br /> <br /> You can use the start time to delay the start of the gesture.<br /> <br /> If your gesture involves interaction with fixed position prop (e.g. a door handle) or with precise two person gestures (e.g. shaking hands) you may wish to tick Fix Avatar Height. This will set the user's avatar height to the standard height for avatars in sinespace.<br /> <br /> [[file:Avatar_Animation_Effect_Script.jpeg]]<br /> <br /> ==Preview gesture in scene==<br /> <br /> Once you have added the animation track to the Clip field in the Avatar Effects Script you can click play in Unity and see the gesture performed by the model in the scene.<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Single_Person_Animation&diff=71018 Gestures/Single Person Animation 2019-01-17T20:32:38Z <p>Lesiar: /* Avatar Effect Script */</p> <hr /> <div>&lt;!--==Create Gesture Prefab==<br /> <br /> In the project folder called Gestures / Prefabs you will see a selection of templates you can duplicate, rename and modify.<br /> <br /> Highlight the 1 Person Template file and click ctrl D to duplicate.<br /> <br /> Rename your new prefab in the project window, then drag it into the scene.<br /> <br /> <br /> [[File:Create_new_gesture_template.jpg]]<br /> <br /> <br /> You can also create an empty game object and then add the specific Avatar Effect Scripts you require, and a Virtual Goods Script.--&gt;<br /> <br /> ==Import FBX==<br /> <br /> When you import the .fbx file containing your animation you need to rig it. <br /> <br /> Click the rig tab in the inspector.<br /> Set the type to Humanoid.<br /> Set the Avatar Definition to Copy From Other Avatar<br /> Select the relevant sinespace avatar as the source (click the small circle to the right of the Source field.)<br /> <br /> [[File:Import FBX Screenie 02.jpeg]]<br /> <br /> Now click from the rig tab to the Animations tab.<br /> <br /> You should be able to see your animation in the preview window in the Inspector.<br /> <br /> You may wish to crop or modify the animation using Unity's tools in this panel; see here for more information on Unity's animation tools. <br /> <br /> http://docs.unity3d.com/Manual/AnimationClips.html<br /> <br /> ==Avatar Effect Script==<br /> <br /> Set the number of participants to 1.<br /> <br /> If your animation is specifically for a single gender then check &quot;Is Gendered&quot; and select Male or Female from the &quot;Nominal Gender&quot; dropdown.<br /> <br /> Leave the Trigger fields empty; these will be used with multi-person gestures.<br /> <br /> Tick loop if required; e.g. for dances. The user will be able to stop looping in-world by exiting the gesture..<br /> <br /> [[File:Avatar Effect Script.jpeg]]<br /> <br /> '''Other Avatar Effect Scripts'''<br /> <br /> [[Gestures/Props]]<br /> <br /> [[Gestures/FX]]<br /> <br /> [[Gestures/Replace controller]]<br /> <br /> ==Avatar Animation Effect Script==<br /> <br /> Drag the animation take from within your fbx file into the Clip field.<br /> <br /> Leave &quot;Participant&quot; set to Initiator.<br /> <br /> You can use the start time to delay the start of the gesture.<br /> <br /> If your gesture involves interaction with fixed position prop (e.g. a door handle) or with precise two person gestures (e.g. shaking hands) you may wish to tick Fix Avatar Height. This will set the user's avatar height to the standard height for avatars in sinespace.<br /> <br /> [[file:Avatar_Animation_Effect_Script.jpeg]]<br /> <br /> ==Preview gesture in scene==<br /> <br /> Once you have added the animation track to the Clip field in the Avatar Effects Script you can click play in Unity and see the gesture performed by the model in the scene.<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Replace_controller&diff=71017 Replace controller 2019-01-17T20:31:52Z <p>Lesiar: Created page with &quot;File:Avatar Effect Replace Controller.jpeg&quot;</p> <hr /> <div>[[File:Avatar Effect Replace Controller.jpeg]]</div> Lesiar https://wiki.sine.space/index.php?title=File:Avatar_Effect_Replace_Controller.jpeg&diff=71016 File:Avatar Effect Replace Controller.jpeg 2019-01-17T20:31:08Z <p>Lesiar: Avatar Effect Replace Controller Script.</p> <hr /> <div>Avatar Effect Replace Controller Script.</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Single_Person_Animation&diff=71015 Gestures/Single Person Animation 2019-01-17T20:20:11Z <p>Lesiar: /* Avatar Effect Script */</p> <hr /> <div>&lt;!--==Create Gesture Prefab==<br /> <br /> In the project folder called Gestures / Prefabs you will see a selection of templates you can duplicate, rename and modify.<br /> <br /> Highlight the 1 Person Template file and click ctrl D to duplicate.<br /> <br /> Rename your new prefab in the project window, then drag it into the scene.<br /> <br /> <br /> [[File:Create_new_gesture_template.jpg]]<br /> <br /> <br /> You can also create an empty game object and then add the specific Avatar Effect Scripts you require, and a Virtual Goods Script.--&gt;<br /> <br /> ==Import FBX==<br /> <br /> When you import the .fbx file containing your animation you need to rig it. <br /> <br /> Click the rig tab in the inspector.<br /> Set the type to Humanoid.<br /> Set the Avatar Definition to Copy From Other Avatar<br /> Select the relevant sinespace avatar as the source (click the small circle to the right of the Source field.)<br /> <br /> [[File:Import FBX Screenie 02.jpeg]]<br /> <br /> Now click from the rig tab to the Animations tab.<br /> <br /> You should be able to see your animation in the preview window in the Inspector.<br /> <br /> You may wish to crop or modify the animation using Unity's tools in this panel; see here for more information on Unity's animation tools. <br /> <br /> http://docs.unity3d.com/Manual/AnimationClips.html<br /> <br /> ==Avatar Effect Script==<br /> <br /> Set the number of participants to 1.<br /> <br /> If your animation is specifically for a single gender then check &quot;Is Gendered&quot; and select Male or Female from the &quot;Nominal Gender&quot; dropdown.<br /> <br /> Leave the Trigger fields empty; these will be used with multi-person gestures.<br /> <br /> Tick loop if required; e.g. for dances. The user will be able to stop looping in-world by exiting the gesture..<br /> <br /> [[File:Avatar Effect Script.jpeg]]<br /> <br /> '''Other Avatar Effect Scripts'''<br /> <br /> [[Gestures/Props]]<br /> <br /> [[Gestures/FX]]<br /> <br /> ==Avatar Animation Effect Script==<br /> <br /> Drag the animation take from within your fbx file into the Clip field.<br /> <br /> Leave &quot;Participant&quot; set to Initiator.<br /> <br /> You can use the start time to delay the start of the gesture.<br /> <br /> If your gesture involves interaction with fixed position prop (e.g. a door handle) or with precise two person gestures (e.g. shaking hands) you may wish to tick Fix Avatar Height. This will set the user's avatar height to the standard height for avatars in sinespace.<br /> <br /> [[file:Avatar_Animation_Effect_Script.jpeg]]<br /> <br /> ==Preview gesture in scene==<br /> <br /> Once you have added the animation track to the Clip field in the Avatar Effects Script you can click play in Unity and see the gesture performed by the model in the scene.<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Single_Person_Animation&diff=71014 Gestures/Single Person Animation 2019-01-17T20:19:57Z <p>Lesiar: /* Avatar Effect Script */</p> <hr /> <div>&lt;!--==Create Gesture Prefab==<br /> <br /> In the project folder called Gestures / Prefabs you will see a selection of templates you can duplicate, rename and modify.<br /> <br /> Highlight the 1 Person Template file and click ctrl D to duplicate.<br /> <br /> Rename your new prefab in the project window, then drag it into the scene.<br /> <br /> <br /> [[File:Create_new_gesture_template.jpg]]<br /> <br /> <br /> You can also create an empty game object and then add the specific Avatar Effect Scripts you require, and a Virtual Goods Script.--&gt;<br /> <br /> ==Import FBX==<br /> <br /> When you import the .fbx file containing your animation you need to rig it. <br /> <br /> Click the rig tab in the inspector.<br /> Set the type to Humanoid.<br /> Set the Avatar Definition to Copy From Other Avatar<br /> Select the relevant sinespace avatar as the source (click the small circle to the right of the Source field.)<br /> <br /> [[File:Import FBX Screenie 02.jpeg]]<br /> <br /> Now click from the rig tab to the Animations tab.<br /> <br /> You should be able to see your animation in the preview window in the Inspector.<br /> <br /> You may wish to crop or modify the animation using Unity's tools in this panel; see here for more information on Unity's animation tools. <br /> <br /> http://docs.unity3d.com/Manual/AnimationClips.html<br /> <br /> ==Avatar Effect Script==<br /> <br /> Set the number of participants to 1.<br /> <br /> If your animation is specifically for a single gender then check &quot;Is Gendered&quot; and select Male or Female from the &quot;Nominal Gender&quot; dropdown.<br /> <br /> Leave the Trigger fields empty; these will be used with multi-person gestures.<br /> <br /> Tick loop if required; e.g. for dances. The user will be able to stop looping in-world by exiting the gesture..<br /> <br /> [[File:Avatar Effect Script.jpeg]]<br /> <br /> '''Other Avatar Effect Scripts'''<br /> <br /> [[Gestures/Props]]<br /> [[Gestures/FX]]<br /> <br /> ==Avatar Animation Effect Script==<br /> <br /> Drag the animation take from within your fbx file into the Clip field.<br /> <br /> Leave &quot;Participant&quot; set to Initiator.<br /> <br /> You can use the start time to delay the start of the gesture.<br /> <br /> If your gesture involves interaction with fixed position prop (e.g. a door handle) or with precise two person gestures (e.g. shaking hands) you may wish to tick Fix Avatar Height. This will set the user's avatar height to the standard height for avatars in sinespace.<br /> <br /> [[file:Avatar_Animation_Effect_Script.jpeg]]<br /> <br /> ==Preview gesture in scene==<br /> <br /> Once you have added the animation track to the Clip field in the Avatar Effects Script you can click play in Unity and see the gesture performed by the model in the scene.<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/FX&diff=71013 Gestures/FX 2019-01-17T20:13:03Z <p>Lesiar: /* Audio */</p> <hr /> <div>==Visual Effects==<br /> <br /> This component/script is accessed from the Unity Component menu, then Avatar Effects then select &quot;Color Filter - LUT&quot;.<br /> <br /> You can add colour treatments to your gesture using the Avatar Effect LUT script.<br /> <br /> [[File:Gesture_lut.jpg]]<br /> <br /> When you import a texture to apply as a LUT you should apply the following settings to your .png file;<br /> <br /> Texture Type: Advanced<br /> <br /> Mapping: None<br /> <br /> Import Type: Default<br /> <br /> Bypass sRGB Sampling: ticked<br /> <br /> Generate Mip Maps: Off<br /> <br /> Wrap Mode: Clamp<br /> <br /> Filter Mode: Bilinear<br /> <br /> Aniso Level: 0<br /> <br /> For more information on creating LUTs, see Unity's documentation here; [https://docs.unity3d.com/Manual/script-ColorCorrectionLookup.html]<br /> <br /> ==Audio==<br /> <br /> This component/script is accessed from the Unity Component menu, then Avatar Effects then select &quot;Play Audio&quot;.<br /> <br /> You can add audio effects, synchronised with other events in the gesture, using the Audio Effect component;<br /> <br /> <br /> [[File:Gestures_audio.jpg]]<br /> <br /> <br /> For more information on audio files and Unity see here; [https://unity3d.com/learn/tutorials/topics/audio]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/FX&diff=71012 Gestures/FX 2019-01-17T20:11:38Z <p>Lesiar: /* Visual Effects */</p> <hr /> <div>==Visual Effects==<br /> <br /> This component/script is accessed from the Unity Component menu, then Avatar Effects then select &quot;Color Filter - LUT&quot;.<br /> <br /> You can add colour treatments to your gesture using the Avatar Effect LUT script.<br /> <br /> [[File:Gesture_lut.jpg]]<br /> <br /> When you import a texture to apply as a LUT you should apply the following settings to your .png file;<br /> <br /> Texture Type: Advanced<br /> <br /> Mapping: None<br /> <br /> Import Type: Default<br /> <br /> Bypass sRGB Sampling: ticked<br /> <br /> Generate Mip Maps: Off<br /> <br /> Wrap Mode: Clamp<br /> <br /> Filter Mode: Bilinear<br /> <br /> Aniso Level: 0<br /> <br /> For more information on creating LUTs, see Unity's documentation here; [https://docs.unity3d.com/Manual/script-ColorCorrectionLookup.html]<br /> <br /> ==Audio==<br /> <br /> You can add audio effects, synchronised with other events in the gesture, using the Audio Effect component;<br /> <br /> <br /> [[File:Gestures_audio.jpg]]<br /> <br /> <br /> For more information on audio files and Unity see here; [https://unity3d.com/learn/tutorials/topics/audio]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Single_Person_Animation&diff=71011 Gestures/Single Person Animation 2019-01-17T20:04:25Z <p>Lesiar: /* Avatar Effect Script */</p> <hr /> <div>&lt;!--==Create Gesture Prefab==<br /> <br /> In the project folder called Gestures / Prefabs you will see a selection of templates you can duplicate, rename and modify.<br /> <br /> Highlight the 1 Person Template file and click ctrl D to duplicate.<br /> <br /> Rename your new prefab in the project window, then drag it into the scene.<br /> <br /> <br /> [[File:Create_new_gesture_template.jpg]]<br /> <br /> <br /> You can also create an empty game object and then add the specific Avatar Effect Scripts you require, and a Virtual Goods Script.--&gt;<br /> <br /> ==Import FBX==<br /> <br /> When you import the .fbx file containing your animation you need to rig it. <br /> <br /> Click the rig tab in the inspector.<br /> Set the type to Humanoid.<br /> Set the Avatar Definition to Copy From Other Avatar<br /> Select the relevant sinespace avatar as the source (click the small circle to the right of the Source field.)<br /> <br /> [[File:Import FBX Screenie 02.jpeg]]<br /> <br /> Now click from the rig tab to the Animations tab.<br /> <br /> You should be able to see your animation in the preview window in the Inspector.<br /> <br /> You may wish to crop or modify the animation using Unity's tools in this panel; see here for more information on Unity's animation tools. <br /> <br /> http://docs.unity3d.com/Manual/AnimationClips.html<br /> <br /> ==Avatar Effect Script==<br /> <br /> Set the number of participants to 1.<br /> <br /> If your animation is specifically for a single gender then check &quot;Is Gendered&quot; and select Male or Female from the &quot;Nominal Gender&quot; dropdown.<br /> <br /> Leave the Trigger fields empty; these will be used with multi-person gestures.<br /> <br /> Tick loop if required; e.g. for dances. The user will be able to stop looping in-world by exiting the gesture..<br /> <br /> [[File:Avatar Effect Script.jpeg]]<br /> <br /> '''Other Avatar Effect Scripts'''<br /> <br /> [[Gestures/Props]]<br /> <br /> ==Avatar Animation Effect Script==<br /> <br /> Drag the animation take from within your fbx file into the Clip field.<br /> <br /> Leave &quot;Participant&quot; set to Initiator.<br /> <br /> You can use the start time to delay the start of the gesture.<br /> <br /> If your gesture involves interaction with fixed position prop (e.g. a door handle) or with precise two person gestures (e.g. shaking hands) you may wish to tick Fix Avatar Height. This will set the user's avatar height to the standard height for avatars in sinespace.<br /> <br /> [[file:Avatar_Animation_Effect_Script.jpeg]]<br /> <br /> ==Preview gesture in scene==<br /> <br /> Once you have added the animation track to the Clip field in the Avatar Effects Script you can click play in Unity and see the gesture performed by the model in the scene.<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Single_Person_Animation&diff=71010 Gestures/Single Person Animation 2019-01-17T20:03:32Z <p>Lesiar: </p> <hr /> <div>&lt;!--==Create Gesture Prefab==<br /> <br /> In the project folder called Gestures / Prefabs you will see a selection of templates you can duplicate, rename and modify.<br /> <br /> Highlight the 1 Person Template file and click ctrl D to duplicate.<br /> <br /> Rename your new prefab in the project window, then drag it into the scene.<br /> <br /> <br /> [[File:Create_new_gesture_template.jpg]]<br /> <br /> <br /> You can also create an empty game object and then add the specific Avatar Effect Scripts you require, and a Virtual Goods Script.--&gt;<br /> <br /> ==Import FBX==<br /> <br /> When you import the .fbx file containing your animation you need to rig it. <br /> <br /> Click the rig tab in the inspector.<br /> Set the type to Humanoid.<br /> Set the Avatar Definition to Copy From Other Avatar<br /> Select the relevant sinespace avatar as the source (click the small circle to the right of the Source field.)<br /> <br /> [[File:Import FBX Screenie 02.jpeg]]<br /> <br /> Now click from the rig tab to the Animations tab.<br /> <br /> You should be able to see your animation in the preview window in the Inspector.<br /> <br /> You may wish to crop or modify the animation using Unity's tools in this panel; see here for more information on Unity's animation tools. <br /> <br /> http://docs.unity3d.com/Manual/AnimationClips.html<br /> <br /> ==Avatar Effect Script==<br /> <br /> Set the number of participants to 1.<br /> <br /> If your animation is specifically for a single gender then check &quot;Is Gendered&quot; and select Male or Female from the &quot;Nominal Gender&quot; dropdown.<br /> <br /> Leave the Trigger fields empty; these will be used with multi-person gestures.<br /> <br /> Tick loop if required; e.g. for dances. The user will be able to stop looping in-world by exiting the gesture..<br /> <br /> [[File:Avatar Effect Script.jpeg]]<br /> <br /> '''Other Avatar Effect Scripts'''<br /> <br /> [[Props]]<br /> <br /> ==Avatar Animation Effect Script==<br /> <br /> Drag the animation take from within your fbx file into the Clip field.<br /> <br /> Leave &quot;Participant&quot; set to Initiator.<br /> <br /> You can use the start time to delay the start of the gesture.<br /> <br /> If your gesture involves interaction with fixed position prop (e.g. a door handle) or with precise two person gestures (e.g. shaking hands) you may wish to tick Fix Avatar Height. This will set the user's avatar height to the standard height for avatars in sinespace.<br /> <br /> [[file:Avatar_Animation_Effect_Script.jpeg]]<br /> <br /> ==Preview gesture in scene==<br /> <br /> Once you have added the animation track to the Clip field in the Avatar Effects Script you can click play in Unity and see the gesture performed by the model in the scene.<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Single_Person_Animation&diff=71009 Gestures/Single Person Animation 2019-01-17T20:01:37Z <p>Lesiar: /* Avatar Effect Script */</p> <hr /> <div>&lt;!--==Create Gesture Prefab==<br /> <br /> In the project folder called Gestures / Prefabs you will see a selection of templates you can duplicate, rename and modify.<br /> <br /> Highlight the 1 Person Template file and click ctrl D to duplicate.<br /> <br /> Rename your new prefab in the project window, then drag it into the scene.<br /> <br /> <br /> [[File:Create_new_gesture_template.jpg]]<br /> <br /> <br /> You can also create an empty game object and then add the specific Avatar Effect Scripts you require, and a Virtual Goods Script.--&gt;<br /> <br /> ==Import FBX==<br /> <br /> When you import the .fbx file containing your animation you need to rig it. <br /> <br /> Click the rig tab in the inspector.<br /> Set the type to Humanoid.<br /> Set the Avatar Definition to Copy From Other Avatar<br /> Select the relevant sinespace avatar as the source (click the small circle to the right of the Source field.)<br /> <br /> [[File:Import FBX Screenie 02.jpeg]]<br /> <br /> Now click from the rig tab to the Animations tab.<br /> <br /> You should be able to see your animation in the preview window in the Inspector.<br /> <br /> You may wish to crop or modify the animation using Unity's tools in this panel; see here for more information on Unity's animation tools. <br /> <br /> http://docs.unity3d.com/Manual/AnimationClips.html<br /> <br /> ==Avatar Effect Script==<br /> <br /> Set the number of participants to 1.<br /> <br /> If your animation is specifically for a single gender then check &quot;Is Gendered&quot; and select Male or Female from the &quot;Nominal Gender&quot; dropdown.<br /> <br /> Leave the Trigger fields empty; these will be used with multi-person gestures.<br /> <br /> Tick loop if required; e.g. for dances. The user will be able to stop looping in-world by exiting the gesture..<br /> <br /> [[File:Avatar Effect Script.jpeg]]<br /> <br /> '''Other Avatar Effect Scripts'''<br /> <br /> here<br /> <br /> ==Avatar Animation Effect Script==<br /> <br /> Drag the animation take from within your fbx file into the Clip field.<br /> <br /> Leave &quot;Participant&quot; set to Initiator.<br /> <br /> You can use the start time to delay the start of the gesture.<br /> <br /> If your gesture involves interaction with fixed position prop (e.g. a door handle) or with precise two person gestures (e.g. shaking hands) you may wish to tick Fix Avatar Height. This will set the user's avatar height to the standard height for avatars in sinespace.<br /> <br /> [[file:Avatar_Animation_Effect_Script.jpeg]]<br /> <br /> ==Preview gesture in scene==<br /> <br /> Once you have added the animation track to the Clip field in the Avatar Effects Script you can click play in Unity and see the gesture performed by the model in the scene.<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Animated_Cameras&diff=71004 Gestures/Animated Cameras 2019-01-17T17:45:35Z <p>Lesiar: /* Option 1 - Avatar Effect Camera Script */</p> <hr /> <div>You can animate the camera in concert with the character animations in your gesture. <br /> <br /> There are two options;<br /> <br /> * Avatar Effect Camera Script - create an animated path from a start and end point in Unity<br /> * Avatar Effect Camera Movement Script - import an animation for the camera from another application.<br /> <br /> ==Option 1 - Avatar Effect Camera Script==<br /> <br /> This component is accessed via the Unity Component menu, then select Avatar Effects and then &quot;Camera Follow Character&quot;.<br /> <br /> [[File:Gesture_-_camera_character_script_default.jpg]]<br /> <br /> '''Start position and Duration'''<br /> <br /> You can set a start position and duration for the camera here.<br /> <br /> '''Rails Type''' <br /> <br /> Linear will move the camera straight from start point to end point. Rotation will move around the avatar.<br /> <br /> '''Interpolation'''<br /> <br /> Choose either Linear or Smooth.<br /> <br /> '''Offsets'''<br /> <br /> The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward.<br /> <br /> So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar. <br /> <br /> '''Tracking Options'''<br /> <br /> The tracking options will animate the camera in line with the selected bone (Tracking target).<br /> <br /> '''Tracking Target'''<br /> <br /> Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other.<br /> <br /> Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.<br /> <br /> ==Option 2 - Avatar Effect Camera Movement Script==<br /> <br /> This component is accessed via the Unity Component menu, then select Avatar Effects and then &quot;Camera Follow Path&quot;.<br /> <br /> You can apply animation from an fbx file to the camera using the Avatar Effect Camera Movement Script.<br /> <br /> [[File:Gesture_camera_path_script.jpg]]<br /> <br /> '''Legacy Animation Clip'''<br /> <br /> Drag the fbx file containing your animation into the Legact Animation Clip field. See below for FBX settings.<br /> <br /> '''Child name'''<br /> <br /> The name of the camera in your FBX file<br /> <br /> '''Focus name''' <br /> <br /> The name of the camera target in your FBX file<br /> <br /> '''Tweak Axis''' <br /> <br /> Unity's orientation is; <br /> <br /> Y+ = Up<br /> <br /> Z+ = Forward<br /> <br /> If your files export from your animation editor with a different orientation you can align to achieve your desired orientation using the Tweak Axis fields.<br /> <br /> '''Offset / Ignore rotation'''<br /> <br /> Use these if you want to make universal adjustments to the animation in the editor.<br /> <br /> '''Start time / End time'''<br /> <br /> Set the end time to the same as your animation file.<br /> <br /> ==FBX settings==<br /> '''<br /> Add keyframes at start and end'''<br /> <br /> Before you import your fbx file it needs to contain two animated objects; a Camera and Camera Interest.<br /> <br /> Please ensure that for both objects there is a keyframe at the start and end of the track;<br /> <br /> <br /> [[File:Animate_camera_path.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Copy Field of View data to Camera Scale X'''<br /> <br /> Before you import your fbx file please copy the field of view information into the Camera object's X scale track.<br /> <br /> The Legacy Animation rig that sinespace uses to apply the animation to the user's camera inworld, does not pick the data directly from the Field of View track in your animation editor.<br /> <br /> <br /> [[File:Field_of_view.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Import settings'''<br /> <br /> When you import your FBX file, open the Rig tab in the Inspector. <br /> <br /> Set the Animation Type to Legacy Animation Clip.<br /> <br /> Set Generation to Store in Root (new)<br /> <br /> <br /> [[File:Camera_fbx_set_to_legacy.jpg]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Animated_Cameras&diff=71003 Gestures/Animated Cameras 2019-01-17T17:44:24Z <p>Lesiar: /* Option 1 - Avatar Effect Camera Script */</p> <hr /> <div>You can animate the camera in concert with the character animations in your gesture. <br /> <br /> There are two options;<br /> <br /> * Avatar Effect Camera Script - create an animated path from a start and end point in Unity<br /> * Avatar Effect Camera Movement Script - import an animation for the camera from another application.<br /> <br /> ==Option 1 - Avatar Effect Camera Script==<br /> <br /> This component is accessed via the Unity Component menu, then select Avatar Effects and then &quot;Camera Follow Character&quot;.<br /> <br /> [[File:Gesture_-_camera_character_script_default.jpg]]<br /> <br /> '''Start and End position'''<br /> <br /> You can set a start and end position for the camera here.<br /> <br /> '''Rails Type''' <br /> <br /> Linear will move the camera straight from start point to end point. Rotation will move around the avatar.<br /> <br /> '''Interpolation'''<br /> <br /> Choose either Linear or Smooth.<br /> <br /> '''Offsets'''<br /> <br /> The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward.<br /> <br /> So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar. <br /> <br /> '''Tracking Options'''<br /> <br /> The tracking options will animate the camera in line with the selected bone (Tracking target).<br /> <br /> '''Tracking Target'''<br /> <br /> Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other.<br /> <br /> Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.<br /> <br /> ==Option 2 - Avatar Effect Camera Movement Script==<br /> <br /> This component is accessed via the Unity Component menu, then select Avatar Effects and then &quot;Camera Follow Path&quot;.<br /> <br /> You can apply animation from an fbx file to the camera using the Avatar Effect Camera Movement Script.<br /> <br /> [[File:Gesture_camera_path_script.jpg]]<br /> <br /> '''Legacy Animation Clip'''<br /> <br /> Drag the fbx file containing your animation into the Legact Animation Clip field. See below for FBX settings.<br /> <br /> '''Child name'''<br /> <br /> The name of the camera in your FBX file<br /> <br /> '''Focus name''' <br /> <br /> The name of the camera target in your FBX file<br /> <br /> '''Tweak Axis''' <br /> <br /> Unity's orientation is; <br /> <br /> Y+ = Up<br /> <br /> Z+ = Forward<br /> <br /> If your files export from your animation editor with a different orientation you can align to achieve your desired orientation using the Tweak Axis fields.<br /> <br /> '''Offset / Ignore rotation'''<br /> <br /> Use these if you want to make universal adjustments to the animation in the editor.<br /> <br /> '''Start time / End time'''<br /> <br /> Set the end time to the same as your animation file.<br /> <br /> ==FBX settings==<br /> '''<br /> Add keyframes at start and end'''<br /> <br /> Before you import your fbx file it needs to contain two animated objects; a Camera and Camera Interest.<br /> <br /> Please ensure that for both objects there is a keyframe at the start and end of the track;<br /> <br /> <br /> [[File:Animate_camera_path.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Copy Field of View data to Camera Scale X'''<br /> <br /> Before you import your fbx file please copy the field of view information into the Camera object's X scale track.<br /> <br /> The Legacy Animation rig that sinespace uses to apply the animation to the user's camera inworld, does not pick the data directly from the Field of View track in your animation editor.<br /> <br /> <br /> [[File:Field_of_view.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Import settings'''<br /> <br /> When you import your FBX file, open the Rig tab in the Inspector. <br /> <br /> Set the Animation Type to Legacy Animation Clip.<br /> <br /> Set Generation to Store in Root (new)<br /> <br /> <br /> [[File:Camera_fbx_set_to_legacy.jpg]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Animated_Cameras&diff=71002 Gestures/Animated Cameras 2019-01-17T17:44:05Z <p>Lesiar: /* Option 1 - Avatar Effect Camera Script */</p> <hr /> <div>You can animate the camera in concert with the character animations in your gesture. <br /> <br /> There are two options;<br /> <br /> * Avatar Effect Camera Script - create an animated path from a start and end point in Unity<br /> * Avatar Effect Camera Movement Script - import an animation for the camera from another application.<br /> <br /> ==Option 1 - Avatar Effect Camera Script==<br /> <br /> This component is accessed via the Unity Component menu, then select Avatar Effects and then &quot;Camera Follow Character&quot;.<br /> <br /> [[File:Gesture_-_camera_character_script_default.jpg]]<br /> <br /> '''Start and End position''<br /> <br /> You can set a start and end position for the camera here.<br /> <br /> '''Rails Type''' <br /> <br /> Linear will move the camera straight from start point to end point. Rotation will move around the avatar.<br /> <br /> '''Interpolation'''<br /> <br /> Choose either Linear or Smooth.<br /> <br /> '''Offsets'''<br /> <br /> The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward.<br /> <br /> So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar. <br /> <br /> '''Tracking Options'''<br /> <br /> The tracking options will animate the camera in line with the selected bone (Tracking target).<br /> <br /> '''Tracking Target'''<br /> <br /> Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other.<br /> <br /> Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.<br /> <br /> ==Option 2 - Avatar Effect Camera Movement Script==<br /> <br /> This component is accessed via the Unity Component menu, then select Avatar Effects and then &quot;Camera Follow Path&quot;.<br /> <br /> You can apply animation from an fbx file to the camera using the Avatar Effect Camera Movement Script.<br /> <br /> [[File:Gesture_camera_path_script.jpg]]<br /> <br /> '''Legacy Animation Clip'''<br /> <br /> Drag the fbx file containing your animation into the Legact Animation Clip field. See below for FBX settings.<br /> <br /> '''Child name'''<br /> <br /> The name of the camera in your FBX file<br /> <br /> '''Focus name''' <br /> <br /> The name of the camera target in your FBX file<br /> <br /> '''Tweak Axis''' <br /> <br /> Unity's orientation is; <br /> <br /> Y+ = Up<br /> <br /> Z+ = Forward<br /> <br /> If your files export from your animation editor with a different orientation you can align to achieve your desired orientation using the Tweak Axis fields.<br /> <br /> '''Offset / Ignore rotation'''<br /> <br /> Use these if you want to make universal adjustments to the animation in the editor.<br /> <br /> '''Start time / End time'''<br /> <br /> Set the end time to the same as your animation file.<br /> <br /> ==FBX settings==<br /> '''<br /> Add keyframes at start and end'''<br /> <br /> Before you import your fbx file it needs to contain two animated objects; a Camera and Camera Interest.<br /> <br /> Please ensure that for both objects there is a keyframe at the start and end of the track;<br /> <br /> <br /> [[File:Animate_camera_path.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Copy Field of View data to Camera Scale X'''<br /> <br /> Before you import your fbx file please copy the field of view information into the Camera object's X scale track.<br /> <br /> The Legacy Animation rig that sinespace uses to apply the animation to the user's camera inworld, does not pick the data directly from the Field of View track in your animation editor.<br /> <br /> <br /> [[File:Field_of_view.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Import settings'''<br /> <br /> When you import your FBX file, open the Rig tab in the Inspector. <br /> <br /> Set the Animation Type to Legacy Animation Clip.<br /> <br /> Set Generation to Store in Root (new)<br /> <br /> <br /> [[File:Camera_fbx_set_to_legacy.jpg]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Animated_Cameras&diff=71001 Gestures/Animated Cameras 2019-01-17T17:42:42Z <p>Lesiar: /* Option 1 - Avatar Effect Camera Script */</p> <hr /> <div>You can animate the camera in concert with the character animations in your gesture. <br /> <br /> There are two options;<br /> <br /> * Avatar Effect Camera Script - create an animated path from a start and end point in Unity<br /> * Avatar Effect Camera Movement Script - import an animation for the camera from another application.<br /> <br /> ==Option 1 - Avatar Effect Camera Script==<br /> <br /> This component is accessed via the Unity Component menu, then select Avatar Effects and then &quot;Camera Follow Character&quot;.<br /> <br /> You can set a start and end position for the camera using the Avatar Effect Camera script.<br /> <br /> [[File:Gesture_-_camera_character_script_default.jpg]]<br /> <br /> '''Rails Type''' <br /> <br /> Linear will move the camera straight from start point to end point. Rotation will move around the avatar.<br /> <br /> '''Interpolation'''<br /> <br /> Choose either Linear or Smooth.<br /> <br /> '''Offsets'''<br /> <br /> The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward.<br /> <br /> So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar. <br /> <br /> '''Tracking Options'''<br /> <br /> The tracking options will animate the camera in line with the selected bone (Tracking target).<br /> <br /> '''Tracking Target'''<br /> <br /> Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other.<br /> <br /> Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.<br /> <br /> ==Option 2 - Avatar Effect Camera Movement Script==<br /> <br /> This component is accessed via the Unity Component menu, then select Avatar Effects and then &quot;Camera Follow Path&quot;.<br /> <br /> You can apply animation from an fbx file to the camera using the Avatar Effect Camera Movement Script.<br /> <br /> [[File:Gesture_camera_path_script.jpg]]<br /> <br /> '''Legacy Animation Clip'''<br /> <br /> Drag the fbx file containing your animation into the Legact Animation Clip field. See below for FBX settings.<br /> <br /> '''Child name'''<br /> <br /> The name of the camera in your FBX file<br /> <br /> '''Focus name''' <br /> <br /> The name of the camera target in your FBX file<br /> <br /> '''Tweak Axis''' <br /> <br /> Unity's orientation is; <br /> <br /> Y+ = Up<br /> <br /> Z+ = Forward<br /> <br /> If your files export from your animation editor with a different orientation you can align to achieve your desired orientation using the Tweak Axis fields.<br /> <br /> '''Offset / Ignore rotation'''<br /> <br /> Use these if you want to make universal adjustments to the animation in the editor.<br /> <br /> '''Start time / End time'''<br /> <br /> Set the end time to the same as your animation file.<br /> <br /> ==FBX settings==<br /> '''<br /> Add keyframes at start and end'''<br /> <br /> Before you import your fbx file it needs to contain two animated objects; a Camera and Camera Interest.<br /> <br /> Please ensure that for both objects there is a keyframe at the start and end of the track;<br /> <br /> <br /> [[File:Animate_camera_path.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Copy Field of View data to Camera Scale X'''<br /> <br /> Before you import your fbx file please copy the field of view information into the Camera object's X scale track.<br /> <br /> The Legacy Animation rig that sinespace uses to apply the animation to the user's camera inworld, does not pick the data directly from the Field of View track in your animation editor.<br /> <br /> <br /> [[File:Field_of_view.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Import settings'''<br /> <br /> When you import your FBX file, open the Rig tab in the Inspector. <br /> <br /> Set the Animation Type to Legacy Animation Clip.<br /> <br /> Set Generation to Store in Root (new)<br /> <br /> <br /> [[File:Camera_fbx_set_to_legacy.jpg]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Animated_Cameras&diff=71000 Gestures/Animated Cameras 2019-01-17T17:41:42Z <p>Lesiar: /* Option 1 - Avatar Effect Camera Script */</p> <hr /> <div>You can animate the camera in concert with the character animations in your gesture. <br /> <br /> There are two options;<br /> <br /> * Avatar Effect Camera Script - create an animated path from a start and end point in Unity<br /> * Avatar Effect Camera Movement Script - import an animation for the camera from another application.<br /> <br /> ==Option 1 - Avatar Effect Camera Script==<br /> <br /> This component is accessed via the Unity Component menu, then select Avatar Effects and then &quot;Camera Follow Character&quot;.<br /> <br /> You can set a start and end position for the camera using the Avatar Effect Camera script.<br /> [[File:Gesture_-_camera_character_script_default.jpg]]<br /> [[File:Gesture_-_camera_character_script_default.jpg|thumb|450px]]<br /> <br /> '''Rails Type''' <br /> <br /> Linear will move the camera straight from start point to end point. Rotation will move around the avatar.<br /> <br /> '''Interpolation'''<br /> <br /> Choose either Linear or Smooth.<br /> <br /> '''Offsets'''<br /> <br /> The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward.<br /> <br /> So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar. <br /> <br /> '''Tracking Options'''<br /> <br /> The tracking options will animate the camera in line with the selected bone (Tracking target).<br /> <br /> '''Tracking Target'''<br /> <br /> Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other.<br /> <br /> Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.<br /> <br /> ==Option 2 - Avatar Effect Camera Movement Script==<br /> <br /> This component is accessed via the Unity Component menu, then select Avatar Effects and then &quot;Camera Follow Path&quot;.<br /> <br /> You can apply animation from an fbx file to the camera using the Avatar Effect Camera Movement Script.<br /> <br /> [[File:Gesture_camera_path_script.jpg]]<br /> <br /> '''Legacy Animation Clip'''<br /> <br /> Drag the fbx file containing your animation into the Legact Animation Clip field. See below for FBX settings.<br /> <br /> '''Child name'''<br /> <br /> The name of the camera in your FBX file<br /> <br /> '''Focus name''' <br /> <br /> The name of the camera target in your FBX file<br /> <br /> '''Tweak Axis''' <br /> <br /> Unity's orientation is; <br /> <br /> Y+ = Up<br /> <br /> Z+ = Forward<br /> <br /> If your files export from your animation editor with a different orientation you can align to achieve your desired orientation using the Tweak Axis fields.<br /> <br /> '''Offset / Ignore rotation'''<br /> <br /> Use these if you want to make universal adjustments to the animation in the editor.<br /> <br /> '''Start time / End time'''<br /> <br /> Set the end time to the same as your animation file.<br /> <br /> ==FBX settings==<br /> '''<br /> Add keyframes at start and end'''<br /> <br /> Before you import your fbx file it needs to contain two animated objects; a Camera and Camera Interest.<br /> <br /> Please ensure that for both objects there is a keyframe at the start and end of the track;<br /> <br /> <br /> [[File:Animate_camera_path.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Copy Field of View data to Camera Scale X'''<br /> <br /> Before you import your fbx file please copy the field of view information into the Camera object's X scale track.<br /> <br /> The Legacy Animation rig that sinespace uses to apply the animation to the user's camera inworld, does not pick the data directly from the Field of View track in your animation editor.<br /> <br /> <br /> [[File:Field_of_view.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Import settings'''<br /> <br /> When you import your FBX file, open the Rig tab in the Inspector. <br /> <br /> Set the Animation Type to Legacy Animation Clip.<br /> <br /> Set Generation to Store in Root (new)<br /> <br /> <br /> [[File:Camera_fbx_set_to_legacy.jpg]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Animated_Cameras&diff=70999 Gestures/Animated Cameras 2019-01-17T17:40:27Z <p>Lesiar: /* Option 1 - Avatar Effect Camera Script */</p> <hr /> <div>You can animate the camera in concert with the character animations in your gesture. <br /> <br /> There are two options;<br /> <br /> * Avatar Effect Camera Script - create an animated path from a start and end point in Unity<br /> * Avatar Effect Camera Movement Script - import an animation for the camera from another application.<br /> <br /> ==Option 1 - Avatar Effect Camera Script==<br /> <br /> This component is accessed via the Unity Component menu, then select Avatar Effects and then &quot;Camera Follow Character&quot;.<br /> <br /> You can set a start and end position for the camera using the Avatar Effect Camera script.<br /> <br /> [[File:Gesture_-_camera_character_script_default.jpg|thumb|450px]]<br /> <br /> '''Rails Type''' <br /> <br /> Linear will move the camera straight from start point to end point. Rotation will move around the avatar.<br /> <br /> '''Interpolation'''<br /> <br /> Choose either Linear or Smooth.<br /> <br /> '''Offsets'''<br /> <br /> The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward.<br /> <br /> So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar. <br /> <br /> '''Tracking Options'''<br /> <br /> The tracking options will animate the camera in line with the selected bone (Tracking target).<br /> <br /> '''Tracking Target'''<br /> <br /> Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other.<br /> <br /> Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.<br /> <br /> ==Option 2 - Avatar Effect Camera Movement Script==<br /> <br /> This component is accessed via the Unity Component menu, then select Avatar Effects and then &quot;Camera Follow Path&quot;.<br /> <br /> You can apply animation from an fbx file to the camera using the Avatar Effect Camera Movement Script.<br /> <br /> [[File:Gesture_camera_path_script.jpg]]<br /> <br /> '''Legacy Animation Clip'''<br /> <br /> Drag the fbx file containing your animation into the Legact Animation Clip field. See below for FBX settings.<br /> <br /> '''Child name'''<br /> <br /> The name of the camera in your FBX file<br /> <br /> '''Focus name''' <br /> <br /> The name of the camera target in your FBX file<br /> <br /> '''Tweak Axis''' <br /> <br /> Unity's orientation is; <br /> <br /> Y+ = Up<br /> <br /> Z+ = Forward<br /> <br /> If your files export from your animation editor with a different orientation you can align to achieve your desired orientation using the Tweak Axis fields.<br /> <br /> '''Offset / Ignore rotation'''<br /> <br /> Use these if you want to make universal adjustments to the animation in the editor.<br /> <br /> '''Start time / End time'''<br /> <br /> Set the end time to the same as your animation file.<br /> <br /> ==FBX settings==<br /> '''<br /> Add keyframes at start and end'''<br /> <br /> Before you import your fbx file it needs to contain two animated objects; a Camera and Camera Interest.<br /> <br /> Please ensure that for both objects there is a keyframe at the start and end of the track;<br /> <br /> <br /> [[File:Animate_camera_path.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Copy Field of View data to Camera Scale X'''<br /> <br /> Before you import your fbx file please copy the field of view information into the Camera object's X scale track.<br /> <br /> The Legacy Animation rig that sinespace uses to apply the animation to the user's camera inworld, does not pick the data directly from the Field of View track in your animation editor.<br /> <br /> <br /> [[File:Field_of_view.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Import settings'''<br /> <br /> When you import your FBX file, open the Rig tab in the Inspector. <br /> <br /> Set the Animation Type to Legacy Animation Clip.<br /> <br /> Set Generation to Store in Root (new)<br /> <br /> <br /> [[File:Camera_fbx_set_to_legacy.jpg]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Animated_Cameras&diff=70998 Gestures/Animated Cameras 2019-01-17T17:39:44Z <p>Lesiar: </p> <hr /> <div>You can animate the camera in concert with the character animations in your gesture. <br /> <br /> There are two options;<br /> <br /> * Avatar Effect Camera Script - create an animated path from a start and end point in Unity<br /> * Avatar Effect Camera Movement Script - import an animation for the camera from another application.<br /> <br /> ==Option 1 - Avatar Effect Camera Script==<br /> <br /> This component is accessed via the Unity Component menu, then select Avatar Effects and then &quot;Camera Follow Character&quot;.<br /> <br /> You can set a start and end position for the camera using the Avatar Effect Camera script.<br /> <br /> <br /> [[File:Gesture_-_camera_character_script_default.jpg|thumb|450px]]<br /> <br /> <br /> '''Rails Type''' <br /> <br /> Linear will move the camera straight from start point to end point. Rotation will move around the avatar.<br /> <br /> '''Interpolation'''<br /> <br /> Choose either Linear or Smooth.<br /> <br /> '''Offsets'''<br /> <br /> The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward.<br /> <br /> So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar. <br /> <br /> '''Tracking Options'''<br /> <br /> The tracking options will animate the camera in line with the selected bone (Tracking target).<br /> <br /> '''Tracking Target'''<br /> <br /> Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other.<br /> <br /> Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.<br /> <br /> ==Option 2 - Avatar Effect Camera Movement Script==<br /> <br /> This component is accessed via the Unity Component menu, then select Avatar Effects and then &quot;Camera Follow Path&quot;.<br /> <br /> You can apply animation from an fbx file to the camera using the Avatar Effect Camera Movement Script.<br /> <br /> [[File:Gesture_camera_path_script.jpg]]<br /> <br /> '''Legacy Animation Clip'''<br /> <br /> Drag the fbx file containing your animation into the Legact Animation Clip field. See below for FBX settings.<br /> <br /> '''Child name'''<br /> <br /> The name of the camera in your FBX file<br /> <br /> '''Focus name''' <br /> <br /> The name of the camera target in your FBX file<br /> <br /> '''Tweak Axis''' <br /> <br /> Unity's orientation is; <br /> <br /> Y+ = Up<br /> <br /> Z+ = Forward<br /> <br /> If your files export from your animation editor with a different orientation you can align to achieve your desired orientation using the Tweak Axis fields.<br /> <br /> '''Offset / Ignore rotation'''<br /> <br /> Use these if you want to make universal adjustments to the animation in the editor.<br /> <br /> '''Start time / End time'''<br /> <br /> Set the end time to the same as your animation file.<br /> <br /> ==FBX settings==<br /> '''<br /> Add keyframes at start and end'''<br /> <br /> Before you import your fbx file it needs to contain two animated objects; a Camera and Camera Interest.<br /> <br /> Please ensure that for both objects there is a keyframe at the start and end of the track;<br /> <br /> <br /> [[File:Animate_camera_path.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Copy Field of View data to Camera Scale X'''<br /> <br /> Before you import your fbx file please copy the field of view information into the Camera object's X scale track.<br /> <br /> The Legacy Animation rig that sinespace uses to apply the animation to the user's camera inworld, does not pick the data directly from the Field of View track in your animation editor.<br /> <br /> <br /> [[File:Field_of_view.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Import settings'''<br /> <br /> When you import your FBX file, open the Rig tab in the Inspector. <br /> <br /> Set the Animation Type to Legacy Animation Clip.<br /> <br /> Set Generation to Store in Root (new)<br /> <br /> <br /> [[File:Camera_fbx_set_to_legacy.jpg]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Set_Up&diff=70997 Gestures/Set Up 2019-01-17T17:19:45Z <p>Lesiar: /* Animation formats */</p> <hr /> <div>==Gesture Preview Scene==<br /> <br /> Once you have imported the sinespace Editor Pack into Unity, you will find a Gesture Preview Scene.<br /> <br /> This scene contains two rigged character models and is set up to allow you to assemble and test your gestures.<br /> <br /> Add only one gesture into the scene at a time.<br /> <br /> <br /> [[File:Gesture_Preview_Scene.jpg]]<br /> <br /> ==Animation formats==<br /> <br /> The sinespace virtual world uses the Unity game engine and supports animation files imported as part of a 3D Model file (such as FBX). If you are used to using BVH files there are utilities online that can convert from one format to the other.<br /> <br /> For more information on animations and Unity;<br /> <br /> http://docs.unity3d.com/Manual/AnimationSection.html<br /> <br /> https://unity3d.com/learn/tutorials/topics/animation<br /> <br /> ==Avatar Effect Scripts==<br /> <br /> When you import an animation into Unity you will then add that animation to a game object. You can find samples for single person gestures and multi-person gestures in your project window. Go to Sample Art&gt;Gestures and there will be two sample prefabs. Sample 1 is for single person and Sample 2 is multi-person. <br /> <br /> That game object has scripts added to it, depending on what you are doing with your gesture.<br /> <br /> Please see the [[Gestures/Single_Person_Animation|Single Person Gesture]] page and [[Gestures/Multi-Person_Animations|Multi-Person Gesture]] page for more information on how to set gestures up.<br /> <br /> ==Virtual Goods Script==<br /> <br /> Your gesture will also have a Virtual Goods Script attached, which allows you to add product information and submit the item to the store and / or your inworld inventory.<br /> <br /> For more information on the virtual goods script;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Set_Up&diff=70996 Gestures/Set Up 2019-01-17T17:19:26Z <p>Lesiar: /* Gesture Preview Scene */</p> <hr /> <div>==Gesture Preview Scene==<br /> <br /> Once you have imported the sinespace Editor Pack into Unity, you will find a Gesture Preview Scene.<br /> <br /> This scene contains two rigged character models and is set up to allow you to assemble and test your gestures.<br /> <br /> Add only one gesture into the scene at a time.<br /> <br /> <br /> [[File:Gesture_Preview_Scene.jpg]]<br /> <br /> ==Animation formats==<br /> <br /> The Space virtual world uses the Unity game engine and supports animation files imported as part of a 3D Model file (such as FBX). If you are used to using BVH files there are utilities online that can convert from one format to the other.<br /> <br /> For more information on animations and Unity;<br /> <br /> http://docs.unity3d.com/Manual/AnimationSection.html<br /> <br /> https://unity3d.com/learn/tutorials/topics/animation<br /> <br /> ==Avatar Effect Scripts==<br /> <br /> When you import an animation into Unity you will then add that animation to a game object. You can find samples for single person gestures and multi-person gestures in your project window. Go to Sample Art&gt;Gestures and there will be two sample prefabs. Sample 1 is for single person and Sample 2 is multi-person. <br /> <br /> That game object has scripts added to it, depending on what you are doing with your gesture.<br /> <br /> Please see the [[Gestures/Single_Person_Animation|Single Person Gesture]] page and [[Gestures/Multi-Person_Animations|Multi-Person Gesture]] page for more information on how to set gestures up.<br /> <br /> ==Virtual Goods Script==<br /> <br /> Your gesture will also have a Virtual Goods Script attached, which allows you to add product information and submit the item to the store and / or your inworld inventory.<br /> <br /> For more information on the virtual goods script;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Animated_Cameras&diff=70896 Gestures/Animated Cameras 2019-01-17T05:55:06Z <p>Lesiar: /* Option 1 - Avatar Effect Camera Script */</p> <hr /> <div>You can animate the camera in concert with the character animations in your gesture. <br /> <br /> There are two options;<br /> <br /> * Avatar Effect Camera Script - create an animated path from a start and end point in Unity<br /> * Avatar Effect Camera Movement Script - import an animation for the camera from another application.<br /> <br /> ==Option 1 - Avatar Effect Camera Script==<br /> <br /> You can set a start and end position for the camera using the Avatar Effect Camera script.<br /> <br /> <br /> [[File:Gesture_-_camera_character_script_default.jpg|thumb|450px]]<br /> <br /> <br /> '''Rails Type''' <br /> <br /> Linear will move the camera straight from start point to end point. Rotation will move around the avatar.<br /> <br /> '''Interpolation'''<br /> <br /> Choose either Linear or Smooth.<br /> <br /> '''Offsets'''<br /> <br /> The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward.<br /> <br /> So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar. <br /> <br /> '''Tracking Options'''<br /> <br /> The tracking options will animate the camera in line with the selected bone (Tracking target).<br /> <br /> '''Tracking Target'''<br /> <br /> Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other.<br /> <br /> Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.<br /> <br /> ==Option 2 - Avatar Effect Camera Movement Script==<br /> <br /> You can apply animation from an fbx file to the camera using the Avatar Effect Camera Movement Script.<br /> <br /> <br /> [[File:Gesture_camera_path_script.jpg]]<br /> <br /> <br /> '''Legacy Animation Clip'''<br /> <br /> Drag the fbx file containing your animation into the Legact Animation Clip field. See below for FBX settings.<br /> <br /> '''Child name'''<br /> <br /> The name of the camera in your FBX file<br /> <br /> '''Focus name''' <br /> <br /> The name of the camera target in your FBX file<br /> <br /> '''Tweak Axis''' <br /> <br /> Unity's orientation is; <br /> <br /> Y+ = Up<br /> <br /> Z+ = Forward<br /> <br /> If your files export from your animation editor with a different orientation you can align to achieve your desired orientation using the Tweak Axis fields.<br /> <br /> '''Offset / Ignore rotation'''<br /> <br /> Use these if you want to make universal adjustments to the animation in the editor.<br /> <br /> '''Start time / End time'''<br /> <br /> Set the end time to the same as your animation file.<br /> <br /> ==FBX settings==<br /> '''<br /> Add keyframes at start and end'''<br /> <br /> Before you import your fbx file it needs to contain two animated objects; a Camera and Camera Interest.<br /> <br /> Please ensure that for both objects there is a keyframe at the start and end of the track;<br /> <br /> <br /> [[File:Animate_camera_path.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Copy Field of View data to Camera Scale X'''<br /> <br /> Before you import your fbx file please copy the field of view information into the Camera object's X scale track.<br /> <br /> The Legacy Animation rig that sinespace uses to apply the animation to the user's camera inworld, does not pick the data directly from the Field of View track in your animation editor.<br /> <br /> <br /> [[File:Field_of_view.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Import settings'''<br /> <br /> When you import your FBX file, open the Rig tab in the Inspector. <br /> <br /> Set the Animation Type to Legacy Animation Clip.<br /> <br /> Set Generation to Store in Root (new)<br /> <br /> <br /> [[File:Camera_fbx_set_to_legacy.jpg]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Animated_Cameras&diff=70895 Gestures/Animated Cameras 2019-01-17T05:53:50Z <p>Lesiar: /* Option 1 - Avatar Effect Camera Script */</p> <hr /> <div>You can animate the camera in concert with the character animations in your gesture. <br /> <br /> There are two options;<br /> <br /> * Avatar Effect Camera Script - create an animated path from a start and end point in Unity<br /> * Avatar Effect Camera Movement Script - import an animation for the camera from another application.<br /> <br /> ==Option 1 - Avatar Effect Camera Script==<br /> <br /> You can set a start and end position for the camera using the Avatar Effect Camera script.<br /> <br /> <br /> [[File:Gesture_-_camera_character_script_default.jpg|thumb|450px]]<br /> <br /> <br /> '''Rail''' <br /> <br /> Type - linear will move the camera straight from start point to end point. Rotation will move around the avatar.<br /> <br /> '''Interpolation'''<br /> <br /> Choose either Linear or Smooth.<br /> <br /> '''Offsets'''<br /> <br /> The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward.<br /> <br /> So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar. <br /> <br /> '''Tracking Options'''<br /> <br /> The tracking options will animate the camera in line with the selected bone (Tracking target).<br /> <br /> '''Tracking Target'''<br /> <br /> Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other.<br /> <br /> Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.<br /> <br /> ==Option 2 - Avatar Effect Camera Movement Script==<br /> <br /> You can apply animation from an fbx file to the camera using the Avatar Effect Camera Movement Script.<br /> <br /> <br /> [[File:Gesture_camera_path_script.jpg]]<br /> <br /> <br /> '''Legacy Animation Clip'''<br /> <br /> Drag the fbx file containing your animation into the Legact Animation Clip field. See below for FBX settings.<br /> <br /> '''Child name'''<br /> <br /> The name of the camera in your FBX file<br /> <br /> '''Focus name''' <br /> <br /> The name of the camera target in your FBX file<br /> <br /> '''Tweak Axis''' <br /> <br /> Unity's orientation is; <br /> <br /> Y+ = Up<br /> <br /> Z+ = Forward<br /> <br /> If your files export from your animation editor with a different orientation you can align to achieve your desired orientation using the Tweak Axis fields.<br /> <br /> '''Offset / Ignore rotation'''<br /> <br /> Use these if you want to make universal adjustments to the animation in the editor.<br /> <br /> '''Start time / End time'''<br /> <br /> Set the end time to the same as your animation file.<br /> <br /> ==FBX settings==<br /> '''<br /> Add keyframes at start and end'''<br /> <br /> Before you import your fbx file it needs to contain two animated objects; a Camera and Camera Interest.<br /> <br /> Please ensure that for both objects there is a keyframe at the start and end of the track;<br /> <br /> <br /> [[File:Animate_camera_path.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Copy Field of View data to Camera Scale X'''<br /> <br /> Before you import your fbx file please copy the field of view information into the Camera object's X scale track.<br /> <br /> The Legacy Animation rig that sinespace uses to apply the animation to the user's camera inworld, does not pick the data directly from the Field of View track in your animation editor.<br /> <br /> <br /> [[File:Field_of_view.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Import settings'''<br /> <br /> When you import your FBX file, open the Rig tab in the Inspector. <br /> <br /> Set the Animation Type to Legacy Animation Clip.<br /> <br /> Set Generation to Store in Root (new)<br /> <br /> <br /> [[File:Camera_fbx_set_to_legacy.jpg]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Animated_Cameras&diff=70894 Gestures/Animated Cameras 2019-01-17T05:53:06Z <p>Lesiar: /* Option 1 - Avatar Effect Camera Script */</p> <hr /> <div>You can animate the camera in concert with the character animations in your gesture. <br /> <br /> There are two options;<br /> <br /> * Avatar Effect Camera Script - create an animated path from a start and end point in Unity<br /> * Avatar Effect Camera Movement Script - import an animation for the camera from another application.<br /> <br /> ==Option 1 - Avatar Effect Camera Script==<br /> <br /> You can set a start and end position for the camera using the Avatar Effect Camera script.<br /> <br /> <br /> [[File:Gesture_-_camera_character_script_default.jpg|thumb|450px]]<br /> <br /> <br /> '''Rail''' <br /> <br /> Type - linear will move the camera straight from start point to end point. Rotation will move around the avatar.<br /> <br /> '''Interpolation'''<br /> <br /> '''Offsets'''<br /> <br /> The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward.<br /> <br /> So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar. <br /> <br /> '''Tracking Options'''<br /> <br /> The tracking options will animate the camera in line with the selected bone (Tracking target).<br /> <br /> '''Tracking Target'''<br /> <br /> Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other.<br /> <br /> Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.<br /> <br /> ==Option 2 - Avatar Effect Camera Movement Script==<br /> <br /> You can apply animation from an fbx file to the camera using the Avatar Effect Camera Movement Script.<br /> <br /> <br /> [[File:Gesture_camera_path_script.jpg]]<br /> <br /> <br /> '''Legacy Animation Clip'''<br /> <br /> Drag the fbx file containing your animation into the Legact Animation Clip field. See below for FBX settings.<br /> <br /> '''Child name'''<br /> <br /> The name of the camera in your FBX file<br /> <br /> '''Focus name''' <br /> <br /> The name of the camera target in your FBX file<br /> <br /> '''Tweak Axis''' <br /> <br /> Unity's orientation is; <br /> <br /> Y+ = Up<br /> <br /> Z+ = Forward<br /> <br /> If your files export from your animation editor with a different orientation you can align to achieve your desired orientation using the Tweak Axis fields.<br /> <br /> '''Offset / Ignore rotation'''<br /> <br /> Use these if you want to make universal adjustments to the animation in the editor.<br /> <br /> '''Start time / End time'''<br /> <br /> Set the end time to the same as your animation file.<br /> <br /> ==FBX settings==<br /> '''<br /> Add keyframes at start and end'''<br /> <br /> Before you import your fbx file it needs to contain two animated objects; a Camera and Camera Interest.<br /> <br /> Please ensure that for both objects there is a keyframe at the start and end of the track;<br /> <br /> <br /> [[File:Animate_camera_path.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Copy Field of View data to Camera Scale X'''<br /> <br /> Before you import your fbx file please copy the field of view information into the Camera object's X scale track.<br /> <br /> The Legacy Animation rig that sinespace uses to apply the animation to the user's camera inworld, does not pick the data directly from the Field of View track in your animation editor.<br /> <br /> <br /> [[File:Field_of_view.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Import settings'''<br /> <br /> When you import your FBX file, open the Rig tab in the Inspector. <br /> <br /> Set the Animation Type to Legacy Animation Clip.<br /> <br /> Set Generation to Store in Root (new)<br /> <br /> <br /> [[File:Camera_fbx_set_to_legacy.jpg]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Animated_Cameras&diff=70892 Gestures/Animated Cameras 2019-01-17T05:52:38Z <p>Lesiar: /* Option 1 - Avatar Effect Camera Script */</p> <hr /> <div>You can animate the camera in concert with the character animations in your gesture. <br /> <br /> There are two options;<br /> <br /> * Avatar Effect Camera Script - create an animated path from a start and end point in Unity<br /> * Avatar Effect Camera Movement Script - import an animation for the camera from another application.<br /> <br /> ==Option 1 - Avatar Effect Camera Script==<br /> <br /> You can set a start and end position for the camera using the Avatar Effect Camera script.<br /> <br /> <br /> [[File:Gesture_-_camera_character_script_default.jpg|thumb|450px]]<br /> <br /> <br /> '''Rail''' <br /> <br /> Type - linear will move the camera straight from start point to end point. Rotation will move around the avatar.<br /> <br /> &quot;'Interpolation'&quot;<br /> <br /> '''Offsets'''<br /> <br /> The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward.<br /> <br /> So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar. <br /> <br /> '''Tracking Options'''<br /> <br /> The tracking options will animate the camera in line with the selected bone (Tracking target).<br /> <br /> '''Tracking Target'''<br /> <br /> Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other.<br /> <br /> Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.<br /> <br /> ==Option 2 - Avatar Effect Camera Movement Script==<br /> <br /> You can apply animation from an fbx file to the camera using the Avatar Effect Camera Movement Script.<br /> <br /> <br /> [[File:Gesture_camera_path_script.jpg]]<br /> <br /> <br /> '''Legacy Animation Clip'''<br /> <br /> Drag the fbx file containing your animation into the Legact Animation Clip field. See below for FBX settings.<br /> <br /> '''Child name'''<br /> <br /> The name of the camera in your FBX file<br /> <br /> '''Focus name''' <br /> <br /> The name of the camera target in your FBX file<br /> <br /> '''Tweak Axis''' <br /> <br /> Unity's orientation is; <br /> <br /> Y+ = Up<br /> <br /> Z+ = Forward<br /> <br /> If your files export from your animation editor with a different orientation you can align to achieve your desired orientation using the Tweak Axis fields.<br /> <br /> '''Offset / Ignore rotation'''<br /> <br /> Use these if you want to make universal adjustments to the animation in the editor.<br /> <br /> '''Start time / End time'''<br /> <br /> Set the end time to the same as your animation file.<br /> <br /> ==FBX settings==<br /> '''<br /> Add keyframes at start and end'''<br /> <br /> Before you import your fbx file it needs to contain two animated objects; a Camera and Camera Interest.<br /> <br /> Please ensure that for both objects there is a keyframe at the start and end of the track;<br /> <br /> <br /> [[File:Animate_camera_path.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Copy Field of View data to Camera Scale X'''<br /> <br /> Before you import your fbx file please copy the field of view information into the Camera object's X scale track.<br /> <br /> The Legacy Animation rig that sinespace uses to apply the animation to the user's camera inworld, does not pick the data directly from the Field of View track in your animation editor.<br /> <br /> <br /> [[File:Field_of_view.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Import settings'''<br /> <br /> When you import your FBX file, open the Rig tab in the Inspector. <br /> <br /> Set the Animation Type to Legacy Animation Clip.<br /> <br /> Set Generation to Store in Root (new)<br /> <br /> <br /> [[File:Camera_fbx_set_to_legacy.jpg]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Animated_Cameras&diff=70885 Gestures/Animated Cameras 2019-01-17T05:34:20Z <p>Lesiar: /* FBX settings */</p> <hr /> <div>You can animate the camera in concert with the character animations in your gesture. <br /> <br /> There are two options;<br /> <br /> * Avatar Effect Camera Script - create an animated path from a start and end point in Unity<br /> * Avatar Effect Camera Movement Script - import an animation for the camera from another application.<br /> <br /> ==Option 1 - Avatar Effect Camera Script==<br /> <br /> You can set a start and end position for the camera using the Avatar Effect Camera script.<br /> <br /> <br /> [[File:Gesture_-_camera_character_script_default.jpg|thumb|450px]]<br /> <br /> <br /> '''Rail''' <br /> <br /> Type - linear will move the camera straight from start point to end point. Rotation will move around the avatar.<br /> <br /> Interpolation - PENDING<br /> <br /> '''Offsets'''<br /> <br /> The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward.<br /> <br /> So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar. <br /> <br /> '''Tracking Options'''<br /> <br /> The tracking options will animate the camera in line with the selected bone (Tracking target).<br /> <br /> '''Tracking Target'''<br /> <br /> Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other.<br /> <br /> Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.<br /> <br /> ==Option 2 - Avatar Effect Camera Movement Script==<br /> <br /> You can apply animation from an fbx file to the camera using the Avatar Effect Camera Movement Script.<br /> <br /> <br /> [[File:Gesture_camera_path_script.jpg]]<br /> <br /> <br /> '''Legacy Animation Clip'''<br /> <br /> Drag the fbx file containing your animation into the Legact Animation Clip field. See below for FBX settings.<br /> <br /> '''Child name'''<br /> <br /> The name of the camera in your FBX file<br /> <br /> '''Focus name''' <br /> <br /> The name of the camera target in your FBX file<br /> <br /> '''Tweak Axis''' <br /> <br /> Unity's orientation is; <br /> <br /> Y+ = Up<br /> <br /> Z+ = Forward<br /> <br /> If your files export from your animation editor with a different orientation you can align to achieve your desired orientation using the Tweak Axis fields.<br /> <br /> '''Offset / Ignore rotation'''<br /> <br /> Use these if you want to make universal adjustments to the animation in the editor.<br /> <br /> '''Start time / End time'''<br /> <br /> Set the end time to the same as your animation file.<br /> <br /> ==FBX settings==<br /> '''<br /> Add keyframes at start and end'''<br /> <br /> Before you import your fbx file it needs to contain two animated objects; a Camera and Camera Interest.<br /> <br /> Please ensure that for both objects there is a keyframe at the start and end of the track;<br /> <br /> <br /> [[File:Animate_camera_path.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Copy Field of View data to Camera Scale X'''<br /> <br /> Before you import your fbx file please copy the field of view information into the Camera object's X scale track.<br /> <br /> The Legacy Animation rig that sinespace uses to apply the animation to the user's camera inworld, does not pick the data directly from the Field of View track in your animation editor.<br /> <br /> <br /> [[File:Field_of_view.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Import settings'''<br /> <br /> When you import your FBX file, open the Rig tab in the Inspector. <br /> <br /> Set the Animation Type to Legacy Animation Clip.<br /> <br /> Set Generation to Store in Root (new)<br /> <br /> <br /> [[File:Camera_fbx_set_to_legacy.jpg]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Animated_Cameras&diff=70884 Gestures/Animated Cameras 2019-01-17T05:32:20Z <p>Lesiar: /* Option 2 - Avatar Effect Camera Movement Script */</p> <hr /> <div>You can animate the camera in concert with the character animations in your gesture. <br /> <br /> There are two options;<br /> <br /> * Avatar Effect Camera Script - create an animated path from a start and end point in Unity<br /> * Avatar Effect Camera Movement Script - import an animation for the camera from another application.<br /> <br /> ==Option 1 - Avatar Effect Camera Script==<br /> <br /> You can set a start and end position for the camera using the Avatar Effect Camera script.<br /> <br /> <br /> [[File:Gesture_-_camera_character_script_default.jpg|thumb|450px]]<br /> <br /> <br /> '''Rail''' <br /> <br /> Type - linear will move the camera straight from start point to end point. Rotation will move around the avatar.<br /> <br /> Interpolation - PENDING<br /> <br /> '''Offsets'''<br /> <br /> The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward.<br /> <br /> So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar. <br /> <br /> '''Tracking Options'''<br /> <br /> The tracking options will animate the camera in line with the selected bone (Tracking target).<br /> <br /> '''Tracking Target'''<br /> <br /> Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other.<br /> <br /> Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.<br /> <br /> ==Option 2 - Avatar Effect Camera Movement Script==<br /> <br /> You can apply animation from an fbx file to the camera using the Avatar Effect Camera Movement Script.<br /> <br /> <br /> [[File:Gesture_camera_path_script.jpg]]<br /> <br /> <br /> '''Legacy Animation Clip'''<br /> <br /> Drag the fbx file containing your animation into the Legact Animation Clip field. See below for FBX settings.<br /> <br /> '''Child name'''<br /> <br /> The name of the camera in your FBX file<br /> <br /> '''Focus name''' <br /> <br /> The name of the camera target in your FBX file<br /> <br /> '''Tweak Axis''' <br /> <br /> Unity's orientation is; <br /> <br /> Y+ = Up<br /> <br /> Z+ = Forward<br /> <br /> If your files export from your animation editor with a different orientation you can align to achieve your desired orientation using the Tweak Axis fields.<br /> <br /> '''Offset / Ignore rotation'''<br /> <br /> Use these if you want to make universal adjustments to the animation in the editor.<br /> <br /> '''Start time / End time'''<br /> <br /> Set the end time to the same as your animation file.<br /> <br /> ==FBX settings==<br /> '''<br /> Add keyframes at start and end'''<br /> <br /> Before you import your fbx file it needs to contain two animated objects; a Camera and Camera Interest.<br /> <br /> Please ensure that for both objects there is a keyframe at the start and end of the track;<br /> <br /> <br /> [[File:Animate_camera_path.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Copy Field of View data to Camera Scale X'''<br /> <br /> Before you import your fbx file please copy the field of view information into the Camera object's X scale track.<br /> <br /> The Legacy Animation rig Space uses to apply the animation to the user's camera inworld does not pick the data directly from the Field of View track in your animation editor.<br /> <br /> <br /> [[File:Field_of_view.jpg|thumb|350px|A screenshot from Motion Builder]]<br /> <br /> <br /> '''Import settings'''<br /> <br /> When you import your FBX file, open the Rig tab in the Inspector. <br /> <br /> Set the Animation Type to Legacy Animation Clip.<br /> <br /> Set Generation to Store in Root (new)<br /> <br /> <br /> [[File:Camera_fbx_set_to_legacy.jpg]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Multi-Person_Animations&diff=70854 Gestures/Multi-Person Animations 2019-01-16T19:16:07Z <p>Lesiar: /* Avatar Multi Animation Effect Script */</p> <hr /> <div>The process for setting up a multi-person gesture is the same as that for [[Gestures - Single Person Animation]], BUT; <br /> <br /> ==Trigger==<br /> <br /> Enable the trigger in the Avatar Effect Script. Set the trigger radius to 4.<br /> <br /> <br /> &lt;!-- [[File:Avatar_effect_script_two_person.jpg]] --&gt;<br /> [[File:Avatar Effect for Multi.jpeg]]<br /> <br /> <br /> Users can initiate a two person gesture inworld with a visible circle around them.<br /> <br /> Please note that no animation or other prop, audio file or VFX, will be launched on any individual's desktop until all the components of the gesture have arrived and can be launched collectively; guaranteeing that multi-user gestures play in sync for every participant and all other observers in the region.<br /> <br /> <br /> &lt;&lt;!-- [[File:Gesture_offer_acceptance.jpg|thumb|512px|left]]--&gt;<br /> [[File:2 person gesture demo screenie.png]]<br /> &lt;br clear=all&gt;<br /> <br /> ==Avatar Multi Animation Effect Script==<br /> <br /> Attach the Avatar Multi Animation Effect Script instead of the Avatar Effect Script;<br /> <br /> <br /> &lt;!--[[File:Avatar_multi_animation_script.jpg]]--&gt;<br /> <br /> [[File:Avatar Multi Animation Effect Script.jpeg]]<br /> <br /> <br /> '''Clip A / Clip B'''<br /> <br /> Drag the animation takes from the fbx files for each of your two characters into these fields.<br /> <br /> Clip A will play on the initiator of the gesture. Clip B will play on the recipient or guest.<br /> <br /> '''Distance Apart'''<br /> <br /> You can offset the characters here if you have not already defined the offset in via the root nodes of your models in your animation editing tool.<br /> <br /> '''Fix Avatar Heights'''<br /> <br /> If your gesture involves both characters engaging in a very prceise interaction, for instance shaking hands, you can align them using Fix Avatar Heights. Gestures played by tall and short avatars may not look correct otherwise.<br /> <br /> '''Start Time'''<br /> <br /> You can delay the initiation of the animations.<br /> <br /> '''IK Targets'''<br /> <br /> You can select one or more nodes on the avatars and impose an IK through the animation to correct for discrepancies in avatar sizes and shapes.<br /> <br /> For more information on on FBX settings and setting up gestures;<br /> <br /> [[Gestures - Single Person Animation]]<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Multi-Person_Animations&diff=70853 Gestures/Multi-Person Animations 2019-01-16T19:15:27Z <p>Lesiar: /* Trigger */</p> <hr /> <div>The process for setting up a multi-person gesture is the same as that for [[Gestures - Single Person Animation]], BUT; <br /> <br /> ==Trigger==<br /> <br /> Enable the trigger in the Avatar Effect Script. Set the trigger radius to 4.<br /> <br /> <br /> &lt;!-- [[File:Avatar_effect_script_two_person.jpg]] --&gt;<br /> [[File:Avatar Effect for Multi.jpeg]]<br /> <br /> <br /> Users can initiate a two person gesture inworld with a visible circle around them.<br /> <br /> Please note that no animation or other prop, audio file or VFX, will be launched on any individual's desktop until all the components of the gesture have arrived and can be launched collectively; guaranteeing that multi-user gestures play in sync for every participant and all other observers in the region.<br /> <br /> <br /> &lt;&lt;!-- [[File:Gesture_offer_acceptance.jpg|thumb|512px|left]]--&gt;<br /> [[File:2 person gesture demo screenie.png]]<br /> &lt;br clear=all&gt;<br /> <br /> ==Avatar Multi Animation Effect Script==<br /> <br /> Attach the Avatar Multi Animation Effect Script instead of the Avatar Effect Script;<br /> <br /> <br /> &lt;!--[[File:Avatar_multi_animation_script.jpg]]--&gt;<br /> <br /> [[File:Avatar Multi Animation Effect Script.jpeg]]<br /> <br /> <br /> '''Clip A / Clip B'''<br /> <br /> Drag the animation takes from the fbx files for each of your two characters into these fields.<br /> <br /> Clip A will play on the initiator of the gesture. Clip B will play on the guest.<br /> <br /> '''Distance Apart'''<br /> <br /> You can offset the characters here if you have not already defined the offset in via the root nodes of your models in your animation editing tool.<br /> <br /> '''Fix Avatar Heights'''<br /> <br /> If your gesture involves both characters engaging in a very prceise interaction, for instance shaking hands, you can align them using Fix Avatar Heights. Gestures played by tall and short avatars may not look correct otherwise.<br /> <br /> '''Start Time'''<br /> <br /> You can delay the initiation of the animations.<br /> <br /> '''IK Targets'''<br /> <br /> You can select one or more nodes on the avatars and impose an IK through the animation to correct for discrepancies in avatar sizes and shapes.<br /> <br /> For more information on on FBX settings and setting up gestures;<br /> <br /> [[Gestures - Single Person Animation]]<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Multi-Person_Animations&diff=70852 Gestures/Multi-Person Animations 2019-01-16T19:15:04Z <p>Lesiar: /* Trigger */</p> <hr /> <div>The process for setting up a multi-person gesture is the same as that for [[Gestures - Single Person Animation]], BUT; <br /> <br /> ==Trigger==<br /> <br /> Enable the trigger in the Avatar Effect Script. Set the trigger radius to 4.<br /> <br /> <br /> &lt;!-- [[File:Avatar_effect_script_two_person.jpg]] --&gt;<br /> [[File:Avatar Effect for Multi.jpeg]]<br /> <br /> <br /> Users can initiate a two person gesture inworld with a visible circle around them.<br /> <br /> Please note that no animation or other prop, audio file or VFX, will be launched on any individual's desktop until all the components of the gesture have arrived and can be launched collectively; guaranteeing that multi-user gestures play in sync for every participant and all other observers in the region.<br /> <br /> <br /> [[File:Gesture_offer_acceptance.jpg|thumb|512px|left]]<br /> [[File:2 person gesture demo screenie.png]]<br /> &lt;br clear=all&gt;<br /> <br /> ==Avatar Multi Animation Effect Script==<br /> <br /> Attach the Avatar Multi Animation Effect Script instead of the Avatar Effect Script;<br /> <br /> <br /> &lt;!--[[File:Avatar_multi_animation_script.jpg]]--&gt;<br /> <br /> [[File:Avatar Multi Animation Effect Script.jpeg]]<br /> <br /> <br /> '''Clip A / Clip B'''<br /> <br /> Drag the animation takes from the fbx files for each of your two characters into these fields.<br /> <br /> Clip A will play on the initiator of the gesture. Clip B will play on the guest.<br /> <br /> '''Distance Apart'''<br /> <br /> You can offset the characters here if you have not already defined the offset in via the root nodes of your models in your animation editing tool.<br /> <br /> '''Fix Avatar Heights'''<br /> <br /> If your gesture involves both characters engaging in a very prceise interaction, for instance shaking hands, you can align them using Fix Avatar Heights. Gestures played by tall and short avatars may not look correct otherwise.<br /> <br /> '''Start Time'''<br /> <br /> You can delay the initiation of the animations.<br /> <br /> '''IK Targets'''<br /> <br /> You can select one or more nodes on the avatars and impose an IK through the animation to correct for discrepancies in avatar sizes and shapes.<br /> <br /> For more information on on FBX settings and setting up gestures;<br /> <br /> [[Gestures - Single Person Animation]]<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=File:2_person_gesture_demo_screenie.png&diff=70851 File:2 person gesture demo screenie.png 2019-01-16T19:14:26Z <p>Lesiar: 2 person gesture demo screenie for wiki tutorial</p> <hr /> <div>2 person gesture demo screenie for wiki tutorial</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Multi-Person_Animations&diff=70850 Gestures/Multi-Person Animations 2019-01-16T19:06:58Z <p>Lesiar: /* Trigger */</p> <hr /> <div>The process for setting up a multi-person gesture is the same as that for [[Gestures - Single Person Animation]], BUT; <br /> <br /> ==Trigger==<br /> <br /> Enable the trigger in the Avatar Effect Script. Set the trigger radius to 4.<br /> <br /> <br /> &lt;!-- [[File:Avatar_effect_script_two_person.jpg]] --&gt;<br /> [[File:Avatar Effect for Multi.jpeg]]<br /> <br /> <br /> Users can initiate a two person gesture inworld with a visible circle around them.<br /> <br /> Please note that no animation or other prop, audio file or VFX, will be launched on any individual's desktop until all the components of the gesture have arrived and can be launched collectively; guaranteeing that multi-user gestures play in sync for every participant and all other observers in the region.<br /> <br /> <br /> [[File:Gesture_offer_acceptance.jpg|thumb|512px|left]]<br /> &lt;br clear=all&gt;<br /> <br /> ==Avatar Multi Animation Effect Script==<br /> <br /> Attach the Avatar Multi Animation Effect Script instead of the Avatar Effect Script;<br /> <br /> <br /> &lt;!--[[File:Avatar_multi_animation_script.jpg]]--&gt;<br /> <br /> [[File:Avatar Multi Animation Effect Script.jpeg]]<br /> <br /> <br /> '''Clip A / Clip B'''<br /> <br /> Drag the animation takes from the fbx files for each of your two characters into these fields.<br /> <br /> Clip A will play on the initiator of the gesture. Clip B will play on the guest.<br /> <br /> '''Distance Apart'''<br /> <br /> You can offset the characters here if you have not already defined the offset in via the root nodes of your models in your animation editing tool.<br /> <br /> '''Fix Avatar Heights'''<br /> <br /> If your gesture involves both characters engaging in a very prceise interaction, for instance shaking hands, you can align them using Fix Avatar Heights. Gestures played by tall and short avatars may not look correct otherwise.<br /> <br /> '''Start Time'''<br /> <br /> You can delay the initiation of the animations.<br /> <br /> '''IK Targets'''<br /> <br /> You can select one or more nodes on the avatars and impose an IK through the animation to correct for discrepancies in avatar sizes and shapes.<br /> <br /> For more information on on FBX settings and setting up gestures;<br /> <br /> [[Gestures - Single Person Animation]]<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Multi-Person_Animations&diff=70849 Gestures/Multi-Person Animations 2019-01-16T19:06:15Z <p>Lesiar: /* Trigger */</p> <hr /> <div>The process for setting up a multi-person gesture is the same as that for [[Gestures - Single Person Animation]], BUT; <br /> <br /> ==Trigger==<br /> <br /> Enable the trigger in the Avatar Effect Script. Set the trigger radius to 4.<br /> <br /> <br /> &lt;!-- [[File:Avatar_effect_script_two_person.jpg]] --&gt;<br /> [[File:Avatar Effect for Multi.jpeg]]<br /> <br /> <br /> Users can initiate a two person gesture inworld with a visible circle around them.<br /> <br /> Please note that No animation or other prop, audio file or VFX, will be launched on any individual's desktop until all the components of the gesture have arrived and can be launched collectively; guaranteeing that multi-user gestures play in sync for every participant and all other observers in the region.<br /> <br /> <br /> [[File:Gesture_offer_acceptance.jpg|thumb|512px|left]]<br /> &lt;br clear=all&gt;<br /> <br /> ==Avatar Multi Animation Effect Script==<br /> <br /> Attach the Avatar Multi Animation Effect Script instead of the Avatar Effect Script;<br /> <br /> <br /> &lt;!--[[File:Avatar_multi_animation_script.jpg]]--&gt;<br /> <br /> [[File:Avatar Multi Animation Effect Script.jpeg]]<br /> <br /> <br /> '''Clip A / Clip B'''<br /> <br /> Drag the animation takes from the fbx files for each of your two characters into these fields.<br /> <br /> Clip A will play on the initiator of the gesture. Clip B will play on the guest.<br /> <br /> '''Distance Apart'''<br /> <br /> You can offset the characters here if you have not already defined the offset in via the root nodes of your models in your animation editing tool.<br /> <br /> '''Fix Avatar Heights'''<br /> <br /> If your gesture involves both characters engaging in a very prceise interaction, for instance shaking hands, you can align them using Fix Avatar Heights. Gestures played by tall and short avatars may not look correct otherwise.<br /> <br /> '''Start Time'''<br /> <br /> You can delay the initiation of the animations.<br /> <br /> '''IK Targets'''<br /> <br /> You can select one or more nodes on the avatars and impose an IK through the animation to correct for discrepancies in avatar sizes and shapes.<br /> <br /> For more information on on FBX settings and setting up gestures;<br /> <br /> [[Gestures - Single Person Animation]]<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=File:Avatar_Effect_for_Multi.jpeg&diff=70848 File:Avatar Effect for Multi.jpeg 2019-01-16T19:05:32Z <p>Lesiar: Avatar Effect for Multi .. Trigger Setting for wiki tutorial</p> <hr /> <div>Avatar Effect for Multi .. Trigger Setting for wiki tutorial</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Multi-Person_Animations&diff=70847 Gestures/Multi-Person Animations 2019-01-16T19:02:56Z <p>Lesiar: /* Avatar Multi Animation Effect Script */</p> <hr /> <div>The process for setting up a multi-person gesture is the same as that for [[Gestures - Single Person Animation]], BUT; <br /> <br /> ==Trigger==<br /> <br /> Enable the trigger in the Avatar Effect Script. Set the trigger radius to 4.<br /> <br /> <br /> [[File:Avatar_effect_script_two_person.jpg]]<br /> [[File:Avatar Multi Animation Effect Script.jpeg]]<br /> <br /> <br /> Users can initiate a two person gesture inworld with a visible circle around them.<br /> <br /> Please note that No animation or other prop, audio file or VFX, will be launched on any individual's desktop until all the components of the gesture have arrived and can be launched collectively; guaranteeing that multi-user gestures play in sync for every participant and all other observers in the region.<br /> <br /> <br /> [[File:Gesture_offer_acceptance.jpg|thumb|512px|left]]<br /> &lt;br clear=all&gt;<br /> <br /> ==Avatar Multi Animation Effect Script==<br /> <br /> Attach the Avatar Multi Animation Effect Script instead of the Avatar Effect Script;<br /> <br /> <br /> &lt;!--[[File:Avatar_multi_animation_script.jpg]]--&gt;<br /> <br /> [[File:Avatar Multi Animation Effect Script.jpeg]]<br /> <br /> <br /> '''Clip A / Clip B'''<br /> <br /> Drag the animation takes from the fbx files for each of your two characters into these fields.<br /> <br /> Clip A will play on the initiator of the gesture. Clip B will play on the guest.<br /> <br /> '''Distance Apart'''<br /> <br /> You can offset the characters here if you have not already defined the offset in via the root nodes of your models in your animation editing tool.<br /> <br /> '''Fix Avatar Heights'''<br /> <br /> If your gesture involves both characters engaging in a very prceise interaction, for instance shaking hands, you can align them using Fix Avatar Heights. Gestures played by tall and short avatars may not look correct otherwise.<br /> <br /> '''Start Time'''<br /> <br /> You can delay the initiation of the animations.<br /> <br /> '''IK Targets'''<br /> <br /> You can select one or more nodes on the avatars and impose an IK through the animation to correct for discrepancies in avatar sizes and shapes.<br /> <br /> For more information on on FBX settings and setting up gestures;<br /> <br /> [[Gestures - Single Person Animation]]<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Multi-Person_Animations&diff=70846 Gestures/Multi-Person Animations 2019-01-16T19:02:17Z <p>Lesiar: /* Avatar Multi Animation Effect Script */</p> <hr /> <div>The process for setting up a multi-person gesture is the same as that for [[Gestures - Single Person Animation]], BUT; <br /> <br /> ==Trigger==<br /> <br /> Enable the trigger in the Avatar Effect Script. Set the trigger radius to 4.<br /> <br /> <br /> [[File:Avatar_effect_script_two_person.jpg]]<br /> [[File:Avatar Multi Animation Effect Script.jpeg]]<br /> <br /> <br /> Users can initiate a two person gesture inworld with a visible circle around them.<br /> <br /> Please note that No animation or other prop, audio file or VFX, will be launched on any individual's desktop until all the components of the gesture have arrived and can be launched collectively; guaranteeing that multi-user gestures play in sync for every participant and all other observers in the region.<br /> <br /> <br /> [[File:Gesture_offer_acceptance.jpg|thumb|512px|left]]<br /> &lt;br clear=all&gt;<br /> <br /> ==Avatar Multi Animation Effect Script==<br /> <br /> Attach the Avatar Multi Animation Effect Script instead of the Avatar Effect Script;<br /> <br /> <br /> [[File:Avatar_multi_animation_script.jpg]]<br /> <br /> [[File:Avatar Multi Animation Effect Script.jpeg]]<br /> <br /> <br /> '''Clip A / Clip B'''<br /> <br /> Drag the animation takes from the fbx files for each of your two characters into these fields.<br /> <br /> Clip A will play on the initiator of the gesture. Clip B will play on the guest.<br /> <br /> '''Distance Apart'''<br /> <br /> You can offset the characters here if you have not already defined the offset in via the root nodes of your models in your animation editing tool.<br /> <br /> '''Fix Avatar Heights'''<br /> <br /> If your gesture involves both characters engaging in a very prceise interaction, for instance shaking hands, you can align them using Fix Avatar Heights. Gestures played by tall and short avatars may not look correct otherwise.<br /> <br /> '''Start Time'''<br /> <br /> You can delay the initiation of the animations.<br /> <br /> '''IK Targets'''<br /> <br /> You can select one or more nodes on the avatars and impose an IK through the animation to correct for discrepancies in avatar sizes and shapes.<br /> <br /> For more information on on FBX settings and setting up gestures;<br /> <br /> [[Gestures - Single Person Animation]]<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Multi-Person_Animations&diff=70845 Gestures/Multi-Person Animations 2019-01-16T19:00:46Z <p>Lesiar: /* Trigger */</p> <hr /> <div>The process for setting up a multi-person gesture is the same as that for [[Gestures - Single Person Animation]], BUT; <br /> <br /> ==Trigger==<br /> <br /> Enable the trigger in the Avatar Effect Script. Set the trigger radius to 4.<br /> <br /> <br /> [[File:Avatar_effect_script_two_person.jpg]]<br /> [[File:Avatar Multi Animation Effect Script.jpeg]]<br /> <br /> <br /> Users can initiate a two person gesture inworld with a visible circle around them.<br /> <br /> Please note that No animation or other prop, audio file or VFX, will be launched on any individual's desktop until all the components of the gesture have arrived and can be launched collectively; guaranteeing that multi-user gestures play in sync for every participant and all other observers in the region.<br /> <br /> <br /> [[File:Gesture_offer_acceptance.jpg|thumb|512px|left]]<br /> &lt;br clear=all&gt;<br /> <br /> ==Avatar Multi Animation Effect Script==<br /> <br /> Attach the Avatar Multi Animation Effect Script instead of the Avatar Effect Script;<br /> <br /> <br /> [[File:Avatar_multi_animation_script.jpg]]<br /> <br /> <br /> '''Clip A / Clip B'''<br /> <br /> Drag the animation takes from the fbx files for each of your two characters into these fields.<br /> <br /> Clip A will play on the initiator of the gesture. Clip B will play on the guest.<br /> <br /> '''Distance Apart'''<br /> <br /> You can offset the characters here if you have not already defined the offset in via the root nodes of your models in your animation editing tool.<br /> <br /> '''Fix Avatar Heights'''<br /> <br /> If your gesture involves both characters engaging in a very prceise interaction, for instance shaking hands, you can align them using Fix Avatar Heights. Gestures played by tall and short avatars may not look correct otherwise.<br /> <br /> '''Start Time'''<br /> <br /> You can delay the initiation of the animations.<br /> <br /> '''IK Targets'''<br /> <br /> You can select one or more nodes on the avatars and impose an IK through the animation to correct for discrepancies in avatar sizes and shapes.<br /> <br /> For more information on on FBX settings and setting up gestures;<br /> <br /> [[Gestures - Single Person Animation]]<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=File:Avatar_Multi_Animation_Effect_Script.jpeg&diff=70843 File:Avatar Multi Animation Effect Script.jpeg 2019-01-16T18:59:59Z <p>Lesiar: Avatar Multi Animation Effect Script for wiki tutorial</p> <hr /> <div>Avatar Multi Animation Effect Script for wiki tutorial</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Single_Person_Animation&diff=70839 Gestures/Single Person Animation 2019-01-16T17:09:51Z <p>Lesiar: /* Create Gesture Prefab */</p> <hr /> <div>&lt;!--==Create Gesture Prefab==<br /> <br /> In the project folder called Gestures / Prefabs you will see a selection of templates you can duplicate, rename and modify.<br /> <br /> Highlight the 1 Person Template file and click ctrl D to duplicate.<br /> <br /> Rename your new prefab in the project window, then drag it into the scene.<br /> <br /> <br /> [[File:Create_new_gesture_template.jpg]]<br /> <br /> <br /> You can also create an empty game object and then add the specific Avatar Effect Scripts you require, and a Virtual Goods Script.--&gt;<br /> <br /> ==Import FBX==<br /> <br /> When you import the .fbx file containing your animation you need to rig it. <br /> <br /> Click the rig tab in the inspector.<br /> Set the type to Humanoid.<br /> Set the Avatar Definition to Copy From Other Avatar<br /> Select the relevant sinespace avatar as the source (click the small circle to the right of the Source field.)<br /> <br /> [[File:Import FBX Screenie 02.jpeg]]<br /> <br /> Now click from the rig tab to the Animations tab.<br /> <br /> You should be able to see your animation in the preview window in the Inspector.<br /> <br /> You may wish to crop or modify the animation using Unity's tools in this panel; see here for more information on Unity's animation tools. <br /> <br /> http://docs.unity3d.com/Manual/AnimationClips.html<br /> <br /> ==Avatar Effect Script==<br /> <br /> Set the number of participants to 1.<br /> <br /> If your animation is specifically for a single gender then check &quot;Is Gendered&quot; and select Male or Female from the &quot;Nominal Gender&quot; dropdown.<br /> <br /> Leave the Trigger fields empty; these will be used with multi-person gestures.<br /> <br /> Tick loop if required; e.g. for dances. The user will be able to stop looping in-world by exiting the gesture..<br /> <br /> [[File:Avatar Effect Script.jpeg]]<br /> <br /> ==Avatar Animation Effect Script==<br /> <br /> Drag the animation take from within your fbx file into the Clip field.<br /> <br /> Leave &quot;Participant&quot; set to Initiator.<br /> <br /> You can use the start time to delay the start of the gesture.<br /> <br /> If your gesture involves interaction with fixed position prop (e.g. a door handle) or with precise two person gestures (e.g. shaking hands) you may wish to tick Fix Avatar Height. This will set the user's avatar height to the standard height for avatars in sinespace.<br /> <br /> [[file:Avatar_Animation_Effect_Script.jpeg]]<br /> <br /> ==Preview gesture in scene==<br /> <br /> Once you have added the animation track to the Clip field in the Avatar Effects Script you can click play in Unity and see the gesture performed by the model in the scene.<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Single_Person_Animation&diff=70838 Gestures/Single Person Animation 2019-01-16T17:06:55Z <p>Lesiar: /* Create Gesture Prefab */</p> <hr /> <div>==Create Gesture Prefab==<br /> <br /> In the project folder called Gestures / Prefabs you will see a selection of templates you can duplicate, rename and modify.<br /> <br /> Highlight the 1 Person Template file and click ctrl D to duplicate.<br /> <br /> Rename your new prefab in the project window, then drag it into the scene.<br /> <br /> <br /> [[File:Create_new_gesture_template.jpg]]<br /> <br /> <br /> You can also create an empty game object and then add the specific Avatar Effect Scripts you require, and a Virtual Goods Script.<br /> <br /> ==Import FBX==<br /> <br /> When you import the .fbx file containing your animation you need to rig it. <br /> <br /> Click the rig tab in the inspector.<br /> Set the type to Humanoid.<br /> Set the Avatar Definition to Copy From Other Avatar<br /> Select the relevant sinespace avatar as the source (click the small circle to the right of the Source field.)<br /> <br /> [[File:Import FBX Screenie 02.jpeg]]<br /> <br /> Now click from the rig tab to the Animations tab.<br /> <br /> You should be able to see your animation in the preview window in the Inspector.<br /> <br /> You may wish to crop or modify the animation using Unity's tools in this panel; see here for more information on Unity's animation tools. <br /> <br /> http://docs.unity3d.com/Manual/AnimationClips.html<br /> <br /> ==Avatar Effect Script==<br /> <br /> Set the number of participants to 1.<br /> <br /> If your animation is specifically for a single gender then check &quot;Is Gendered&quot; and select Male or Female from the &quot;Nominal Gender&quot; dropdown.<br /> <br /> Leave the Trigger fields empty; these will be used with multi-person gestures.<br /> <br /> Tick loop if required; e.g. for dances. The user will be able to stop looping in-world by exiting the gesture..<br /> <br /> [[File:Avatar Effect Script.jpeg]]<br /> <br /> ==Avatar Animation Effect Script==<br /> <br /> Drag the animation take from within your fbx file into the Clip field.<br /> <br /> Leave &quot;Participant&quot; set to Initiator.<br /> <br /> You can use the start time to delay the start of the gesture.<br /> <br /> If your gesture involves interaction with fixed position prop (e.g. a door handle) or with precise two person gestures (e.g. shaking hands) you may wish to tick Fix Avatar Height. This will set the user's avatar height to the standard height for avatars in sinespace.<br /> <br /> [[file:Avatar_Animation_Effect_Script.jpeg]]<br /> <br /> ==Preview gesture in scene==<br /> <br /> Once you have added the animation track to the Clip field in the Avatar Effects Script you can click play in Unity and see the gesture performed by the model in the scene.<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Single_Person_Animation&diff=70837 Gestures/Single Person Animation 2019-01-16T17:06:31Z <p>Lesiar: /* Import FBX */</p> <hr /> <div>==Create Gesture Prefab==<br /> <br /> In the project folder called Gestures / Prefabs you will see a selection of templates you can duplicate, rename and modify.<br /> <br /> Highlight the 1 Person Template file and click ctrl D to duplicate.<br /> <br /> Rename your new prefab in the project window, then drag it into the scene.<br /> <br /> <br /> [[File:Create_new_gesture_template.jpg]]<br /> <br /> <br /> You can also create an empty game object and then add the specific Avatar Effect Scripts you require, and a Virtual Goods Script. <br /> <br /> ==Import FBX==<br /> <br /> When you import the .fbx file containing your animation you need to rig it. <br /> <br /> Click the rig tab in the inspector.<br /> Set the type to Humanoid.<br /> Set the Avatar Definition to Copy From Other Avatar<br /> Select the relevant sinespace avatar as the source (click the small circle to the right of the Source field.)<br /> <br /> [[File:Import FBX Screenie 02.jpeg]]<br /> <br /> Now click from the rig tab to the Animations tab.<br /> <br /> You should be able to see your animation in the preview window in the Inspector.<br /> <br /> You may wish to crop or modify the animation using Unity's tools in this panel; see here for more information on Unity's animation tools. <br /> <br /> http://docs.unity3d.com/Manual/AnimationClips.html<br /> <br /> ==Avatar Effect Script==<br /> <br /> Set the number of participants to 1.<br /> <br /> If your animation is specifically for a single gender then check &quot;Is Gendered&quot; and select Male or Female from the &quot;Nominal Gender&quot; dropdown.<br /> <br /> Leave the Trigger fields empty; these will be used with multi-person gestures.<br /> <br /> Tick loop if required; e.g. for dances. The user will be able to stop looping in-world by exiting the gesture..<br /> <br /> [[File:Avatar Effect Script.jpeg]]<br /> <br /> ==Avatar Animation Effect Script==<br /> <br /> Drag the animation take from within your fbx file into the Clip field.<br /> <br /> Leave &quot;Participant&quot; set to Initiator.<br /> <br /> You can use the start time to delay the start of the gesture.<br /> <br /> If your gesture involves interaction with fixed position prop (e.g. a door handle) or with precise two person gestures (e.g. shaking hands) you may wish to tick Fix Avatar Height. This will set the user's avatar height to the standard height for avatars in sinespace.<br /> <br /> [[file:Avatar_Animation_Effect_Script.jpeg]]<br /> <br /> ==Preview gesture in scene==<br /> <br /> Once you have added the animation track to the Clip field in the Avatar Effects Script you can click play in Unity and see the gesture performed by the model in the scene.<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Gestures/Single_Person_Animation&diff=70836 Gestures/Single Person Animation 2019-01-16T17:06:13Z <p>Lesiar: /* Import FBX */</p> <hr /> <div>==Create Gesture Prefab==<br /> <br /> In the project folder called Gestures / Prefabs you will see a selection of templates you can duplicate, rename and modify.<br /> <br /> Highlight the 1 Person Template file and click ctrl D to duplicate.<br /> <br /> Rename your new prefab in the project window, then drag it into the scene.<br /> <br /> <br /> [[File:Create_new_gesture_template.jpg]]<br /> <br /> <br /> You can also create an empty game object and then add the specific Avatar Effect Scripts you require, and a Virtual Goods Script. <br /> <br /> ==Import FBX==<br /> <br /> When you import the .fbx file containing your animation you need to rig it. <br /> <br /> Click the rig tab in the inspector.<br /> Set the type to Humanoid.<br /> Set the Avatar Definition to Copy From Other Avatar<br /> Select the relevant sinespace avatar as the source (click the small circle to the right of the Source field.)<br /> <br /> [[File:Import FBX Screenie 02.jpeg]]<br /> [[File:Gesture_rigging.jpg]]<br /> <br /> <br /> Now click from the rig tab to the Animations tab.<br /> <br /> You should be able to see your animation in the preview window in the Inspector.<br /> <br /> You may wish to crop or modify the animation using Unity's tools in this panel; see here for more information on Unity's animation tools. <br /> <br /> http://docs.unity3d.com/Manual/AnimationClips.html<br /> <br /> ==Avatar Effect Script==<br /> <br /> Set the number of participants to 1.<br /> <br /> If your animation is specifically for a single gender then check &quot;Is Gendered&quot; and select Male or Female from the &quot;Nominal Gender&quot; dropdown.<br /> <br /> Leave the Trigger fields empty; these will be used with multi-person gestures.<br /> <br /> Tick loop if required; e.g. for dances. The user will be able to stop looping in-world by exiting the gesture..<br /> <br /> [[File:Avatar Effect Script.jpeg]]<br /> <br /> ==Avatar Animation Effect Script==<br /> <br /> Drag the animation take from within your fbx file into the Clip field.<br /> <br /> Leave &quot;Participant&quot; set to Initiator.<br /> <br /> You can use the start time to delay the start of the gesture.<br /> <br /> If your gesture involves interaction with fixed position prop (e.g. a door handle) or with precise two person gestures (e.g. shaking hands) you may wish to tick Fix Avatar Height. This will set the user's avatar height to the standard height for avatars in sinespace.<br /> <br /> [[file:Avatar_Animation_Effect_Script.jpeg]]<br /> <br /> ==Preview gesture in scene==<br /> <br /> Once you have added the animation track to the Clip field in the Avatar Effects Script you can click play in Unity and see the gesture performed by the model in the scene.<br /> <br /> ==Virtual Goods Script==<br /> <br /> Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.<br /> <br /> for more information on the Virtual Goods Script go here;<br /> <br /> [[Virtual Goods]]<br /> <br /> {{Creation Navbox}}</div> Lesiar