wiki.sine.space | sinespace

Difference between revisions of "Components/AvatarMultiAnimationEffect"

From wiki.sine.space
Jump to: navigation, search
(Created page with "Avatar Multi Animation is set up the same as Avatar Effect, but, you will need to set the trigger to 4 under the component settings. Click on '''Add Component''' under the In...")
 
Line 32: Line 32:
 
*IK Targets
 
*IK Targets
  
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.
+
This corrects the discrepancies between avatar heights and shapes.
  
  
 
{{Component Navbox}}
 
{{Component Navbox}}

Revision as of 14:02, 23 September 2016

Avatar Multi Animation is set up the same as Avatar Effect, but, you will need to set the trigger to 4 under the component settings.

Click on Add Component under the Inspector window, and search for Animate Multiple Avatars in the search bar.

Multianimation.jpg

Enable the trigger in the Avatar Effect Script. Set the trigger radius to 4.


Users can initiate a two person gesture inworld with a visible circle around them.

The component has a few settings:

  • Clip A / Clip B

Drag the animation takes from the fbx files for each of your two characters into these fields.

Clip A will play on the initiator of the gesture. Clip B will play on the guest.

  • Distance Apart

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.

  • Fix Avatar Heights

If your gesture involves both characters engaging in a very precise 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.

  • Start Time

You can delay the initiation of the animations.

  • IK Targets

This corrects the discrepancies between avatar heights and shapes.