I have found a “Locomotion” package on the asset store that can deal with walking on uneven surfaces (e.g. Currently I am not planning to use this capability. This can control the order in which different clips are played etc based on the characters state. Unity has the concept of an animation state machine. With VRoid characters, all characters have identical bone structure (except for the hair), but there is still a challenge of finding clips and then applying them to characters. (If you look in the “.AvatarDescription” directory, you can open the Avatar description and it includes bindings from the VRoid character bones to all the Avatar standard bone names.) VRoid includes Avatar descriptions in the character, so no additional effort is required here. Unity then does a pretty good job or “retargeting” clips to different characters by leveraging this Avatar information. It identifies which bones represent common humanoid parts of the body such as legs, arms, the head, and so forth. How then to reuse animation clips between characters? To help solve this problem, Unity supports the concept of an Avatar which you can add to humanoid characters.
#Anime studio fbx unity tutorial software
Not all character creation software uses identical bone structures. If a clip does only control part of the body however then clips can be layered, where one clip overrides the part of the body it is designed to control. when waving to someone, the rest of the body often moves as well. Other animation clips may control only part of the body, such as waving an arm, but the better quality clips do tend to control the whole body. The body sways as it walks, moving legs and arms as a part of the walk cycle. Some animation clips are freely available, others can be purchased from places such as the Unity asset store, others you can create yourself.Īnimation clips such as walking typically control the whole body. Animation clips can be used for standing still (idle), walking, running, jumping, fighting, and any other actions you want a character to take. I might change my mind on the approach later as I learn more, but this is my current thinking.Īnimation clips in Unity capture position information for all the joints of a character. In this post I describe my current plans for animation of VRoid Studio characters in Unity (using animation clips).