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I have a question/problem. We are working with bvh data which we want to stream into unity onto a humanoid. We can map the data onto a humanoid realtime. The problem is that we want to mix it with the animation controller. For this we need the data into playable graph. What I understand from playable behavior is that you need to inject it directly into the playable stream using iJob?
We tried to send the muscle data into this object but there is no animation coming through. Has anyone any idea how this can be achieved?
current setup
animation data (bones) -> humanoid skeleton (with same bone structure) -> (HumanPoseHandler) get and set on target skeleton.
so instead of humanPosehandler it needs to go to HumanPoseTransferJob that copies the muscle array that goes into the animationStream?
So the current bvh system inside UniVRM does not support it (it only created clip that are not humanoid, could be broken?). So question has anyone knowledge about this? If it works I could make a pull request to add this feature.
The text was updated successfully, but these errors were encountered:
I have a question/problem. We are working with bvh data which we want to stream into unity onto a humanoid. We can map the data onto a humanoid realtime. The problem is that we want to mix it with the animation controller. For this we need the data into playable graph. What I understand from playable behavior is that you need to inject it directly into the playable stream using iJob?
We tried to send the muscle data into this object but there is no animation coming through. Has anyone any idea how this can be achieved?
current setup
animation data (bones) -> humanoid skeleton (with same bone structure) -> (HumanPoseHandler) get and set on target skeleton.
so instead of humanPosehandler it needs to go to HumanPoseTransferJob that copies the muscle array that goes into the animationStream?
So the current bvh system inside UniVRM does not support it (it only created clip that are not humanoid, could be broken?). So question has anyone knowledge about this? If it works I could make a pull request to add this feature.
The text was updated successfully, but these errors were encountered: