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Mecanim Character Requirements
To ensure full functionality of the virtual human character, the following components are required:
- 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.
- Mecanim Character
Handles character animation and behaviors.
- Gaze Controller_IK
The Gaze Target parameter must be set to control the character’s gaze direction during runtime.
- Facial Animation Player_Animator
The Animator parameter must be set to itself.
- Facial Controller
Neck Transform Name must be set to the name of the neck/head bone of the character game object.
- Blink Controller
Eyelid Controller Params and Eyelid Blend Shapes must be set to the name of the blinking animation parameter in the Animator.
- Saccade Controller
Controls eye movement for realistic behavior.
- Generic Male Adult Gesture Map
Provides a set of standard gestures for the character.
- BML Event Handler
Set the Mecanim Manager object to the Character Controller parameter.
Set the Cutscene object to the Cutscene Prefab parameter.
- Animator Messenger
Facilitates communication between animation components.