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Upgrading .unitypackage files is a little more difficult. This quote from the Unity docs explains it:
"For the cleanest possible upgrade, it should be considered to remove the old package contents first, as some scripts, effects or prefabs might have become deprecated or unneeded and Unity packages don't have a way of deleting (unneeded) files (but make sure to have a security copy of the old version available)."
The easiest way I've found is to use the approach the SVN docs recommend for vendor branch upgrades.
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- Open Unity
- File->New Project
- You need 2 Unity Packages to start with. You'll find all packages here: <VHToolkit>\bin\vhAssets. Copy them to <your project>\Assets.
- First, is the vhAssets package. This contains common scripts and libraries used in various Virtual Humans applications. There is a different .unitypackage file for each platform.
- vhAssetsPackage.unityPackage (Windows)
- vhAssetsPackageOSX.unityPackage
- vhAssetsPackageIOS.unityPackage
- vhAssetsPackageAndroid.unityPackage
- Second, is the vhAssets Test Scene. This contains assets and scripts that will initialize a very basic test scene environment. This file is: vhAssetsTestScenePackage.unityPackage
- Copy the 2 Unity Packages to this new project.
- In Unity, in the 'Project' column, double click on the 2 Unity Packages.
- Open Scenes->vhAssetsTestScene
- Click Play. The virtual human should be animating in an idle pose. Hit 'C' to show a debug menu. You should be able to control him via the buttons on the debug menu.
Creating your own Virtual Human (Smartbody)
Creating your own Virtual Human has different meanings to different groups. Some people want to use the existing characters that we supply, but only change certain features like giving them a different voice, or a different colored shirt. Others groups want to use a different character, but the character was created using a standard character package that we already support (Mixamo, etc). Others want to use a completely different character with a unique skeleton, etc. These instructions will attempt to explain the different features and how to customize based on your needs.
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SmartbodyManager.SBPlayAnim("Rachel", "ChrBrad@Idle01_ArmStretch01.skm");
Creating your own Virtual Human (Mecanim)
A new scene entitled "mecanim" has been added to the vhAssets package which displays 2 of the Brad character, one driven by the Smartbody animation system and the other by Unity's Mecanim animation system. This scene is currently in development but can be used as a guide for how to setup a mecanim character. For information on Mecanim, please visit Unity's documentation http://docs.unity3d.com/Manual/AnimationOverview.html
Setup
Select a gameobject and add the MecanimCharacter component to it. Make sure there is a gameobject with the MecanimManager component in the scene as well.
For an example of how to setup a mecanim driven character, click on the gameobject ChrBradPrefab_Mecanim in the mecanim scene.
DebugConsole
Add a new command callback for an arbitrary command
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