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  • SmartbodyInit class (Attached to SmartbodyManager gameobject)
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    • asset paths
    • joint mappings
    • mapped skeletons/motions
  • SmartbodyCharacterInit class  (Attached to each character gameobject)
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    • skeleton name (.sk)
    • voice type (prerecorded audio or tts)
    • voice "code"  (path to audio files or tts voice name)
    • backup voice type and backup "code"  (if prerecorded audio file is not found, you can use TTS as a backup
    • starting posture
    • locomotion information
  • SmartbodyFaceDefinition class (Attached to each character gameobject)
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    • defines visemes and facial expressions for the character.
    • visemes and facial expression are single pose animations (.skm) for doing blended lip-sync and expressions.
    • neutral pose, action units and visemes
  • SoundNode gameobject
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    • Empty gameobject named 'SoundNode' attached as a child of the character's gameobject
    • Attach a Sound Source script to the SoundNode gameobject
    • Manually position the SoundNode gameobject where you want the character's speech to originate (eg, his mouth)

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