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Table of Contents
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Overview

vhToolkitUnity is the Unity3D Unity rendered version of the Virtual Human Toolkit.  This project integrates several research systems together in order for the user to interact with a virtual human character through usage of text to speech and language understanding. Some of the systems that are integrated into his project are the Smartbody animation system, text to speech engines, and AcquireSpeech.  Unity is a 3rd party proprietary rendering engine and is provided as binary-only with the Virtual Human Toolkit. You can download the free version of Unity here. For changing art assets you need to purchase Unity Pro. vhtoolkitUnity was created using the vhAssets package as a starting point.

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  • W,A,S,D - camera movement. Q & E - camera up/down
  • J - mouse visibility toggle - mouse look mode
  • L - toggles the fake recognizer text box
  • O - toggles the user's recognized text
  • M - toggles speech recognition mode. When on, click and hold and talk in the mic. Release to quit talking.
  • X - reset camera
  • Z - show debug statistics
  • I - Toggles sbm character subtitles
  • P - Toggle entire GUI
  • Alt-enter - toggle windowed / fullscreen
  • Escape - quit

Accessing the Command Console

Use the ~ key to bring up the console.

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Using the Console

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Using SmartBody Bonebus Mode

Bonebus mode uses Smartbody as a separate process instead of integrated within Unity.  This is useful if you have Unity Free since Smartbody uses Unity Plugins which is a Pro only feature.

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Click 'Launch SB Bonebus' and the SmartBody window will open

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Click 'Bonebus Init Scene' and the  Characters will re-initialize in bonebus mode

If Unity will not Play because you have Unity Free, then click the SmartbodyManager gameobject and disable it before playing.

Developers

Loading VHToolkit Scene

  1. Open Unity
  2. File->Open Project (this may already be done for you if this is the first time you've launched Unity)
  3. On the Open Project tab, click the Open Other button.
  4. Navigate to the VHToolkit Unity Project here: <VHToolkit>\core\vhtoolkitUnity
  5. Click Select Folder
  6. In the Project column, double click on vhtoolkitScene.
  7. Click Play

Creating your own Project using the VHToolkit Unity Package

  1. Open Unity
  2. File->New Project
  3. You need 2 Unity Packages to start with.  You'll find all packages here: <VHToolkit>\bin\vhtoolkitUnity.  Copy them to <your project>\Assets. 
  4. 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.  
    1. vhAssetsPackage.unityPackage    (Windows)
    2. vhAssetsPackageOSX.unityPackage
    3. vhAssetsPackageIOS.unityPackage
    4. vhAssetsPackageAndroid.unityPackage
  5. 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
  6. Copy the 2 Unity Packages to this new project.
  7. In Unity, in the 'Project' column, double click on the 2 Unity Packages.
  8. Open Scenes->vhAssetsTestScene
  9. 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.

 

 

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These instructions are for both Unity Pro and Unity Free. When there are specific instructions for a particular version, they have been marked as such.

There are differences because Unity Pro uses an .dll version of smartbody, and runs within the process. For Unity Free, Smartbody is launched as a separate process and communicates to Unity via network traffic.

Steps:

  1. You now have to create a Prefab for the character.
    1. In the Project column, click Create -> Prefab
    2. Drag 'New Prefab' to the Resources folder
    3. Click on 'New Prefab' to rename it to 'BradPrefab'
    4. Drag 'Brad' onto 'BradPrefab' to create a prefab of Brad
    5. Still in the Project column, open up vhAssets\sbm
    6. Drag UnitySmartbodyCharacter to BradPrefab
    7. Create a SoundNode for the character:
      Select BradPrefab. In the Inspector, change 'Bone Parent Name' to CharacterRoot1/AccumulationRoot since that's how the hierarchy is set up in our current character. That points to the 'top' of the skeleton hierarchy.
      1. Go to GameObject->Create Empty
      2. In the Hierarchy, rename GameObject to SoundNode
      3. With SoundNode selected, go to Component->Audio->Audio Source
      4. In the Project column, drag BradPrefab to the Hierarchy
      5. Drag SoundNode to BradPrefab in the Hierarchy. A dialog will pop up saying that this will lose the prefab connection. Click Continue.
      6. In the Hierarchy, drag BradPrefab onto the BradPrefab in the Project column.
      7. Remove BradPrefab from Hierarchy
      8. <todo> <set the position of the SoundNode to the character's mouth>
    8. Still in the Inspector, select the checkbox 'Is Face Bone Driven'. Turn that on.

 

 

 

  1. Now we are ready to test
    1. In Unity, hit Play button
    2. (Unity Free) Launch Smartbody as a separate process. Run <VHToolkit>\tools\launch-scripts\run-toolkit-sbm.bat
    3. Brad should appear and animating with his idle animation.
    4. Try and play an animation
    5. Open the Unity debug console by hitting tilde (~)
    6. Type the following command: vhmsg sbm bml char brad anim HandsAtSide_Arms_Chop

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Creating your own Virtual Human

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.

The easiest way to use your own Virtual Human is to create a Unity Project using the included .unitypackages as a starting point.  From here, you can add/change features on the default character, or bring in your own and customize using the existing character for reference.

 

Smartbody initialization

  • SmartbodyInit class (Attached to SmartbodyManager gameobject)
    • asset paths
    • joint mappings
    • mapped skeletons/motions
  • SmartbodyCharacterInit class  (Attached to each character gameobject)
    • 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)
    • 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
    • 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)

 

Using the Console

Hit the ~ key to bring up the console. Here you can see some debug information. Type 'help' for all available commands.

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  • q - quit
  • play_intro - Play intro sequence
  • vhmsg ... - Send vhmsg out to system. 'vhmsg sbm ...' for sending a smartbody command
  • setresolution x y - Set resolution to 'x' x 'y'. Example 'setresolution 1024 768'
  • toggle_fullscreen - toggle windowed / fullscreen

Message API

Receives:

Sends:

Known Issues

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FAQ

See Main FAQ for frequently asked questions regarding the installer. Please use the Google Groups emailing list for unlisted questions.