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Mecanim Character Requirements

Arno Hartholt edited this page Sep 25, 2025 · 1 revision

To ensure full functionality of the virtual human character, the following components are required:

  1. Animator

The names of animation clips in the animator graph must match the animation names defined in the NVBG rule text file.

Separate layers must be set up for the following:

  • Base layer: Handles body animation.
  • Mouth layer: Blend tree that controls viseme shapes.
  • Blink layer: Blend tree that controls eye opening and closing.
  • Expression layer: Blend tree that controls facial emotion animations.
  1. Mecanim Character

Handles character animation and behaviors.

  1. Gaze Controller_IK

The Gaze Target parameter must be set to control the character’s gaze direction during runtime.

  1. Facial Animation Player_Animator

The Animator parameter must be set to itself.

  1. Facial Controller

Neck Transform Name must be set to the name of the neck/head bone of the character game object.

  1. Blink Controller

Eyelid Controller Params and Eyelid Blend Shapes must be set to the name of the blinking animation parameter in the Animator.

  1. Saccade Controller

Controls eye movement for realistic behavior.

  1. Generic Male Adult Gesture Map

Provides a set of standard gestures for the character.

  1. BML Event Handler

Set the Mecanim Manager object to the Character Controller parameter.

Set the Cutscene object to the Cutscene Prefab parameter.

  1. Animator Messenger

Facilitates communication between animation components.

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