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Difference between revisions of "Components/AvatarMultiAnimationEffect"

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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.
 
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.
  
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You can get more informations and examples at [[Gestures/Multi-Person_Animations|here]].
  
 
{{Component Navbox}}
 
{{Component Navbox}}

Latest revision as of 02:34, 11 January 2019


AvatarMultiAnimationEffect
Component
Multianimation.jpg

Component's Inspector

Clip A Drag the Initiator animation here
Clip B Drag the receiver animation here
Distance Apart Set the distance between avatars
Fix avatar heights Sets avatar height to standard
IK targets size Fixes discrepancies in avatar sizes and shapes

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.

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

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.

You can get more informations and examples at here.