77 lines
1.7 KiB
Markdown
77 lines
1.7 KiB
Markdown
# UniHumanoid
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Unity humanoid utility with bvh importer.
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# License
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* [MIT](./LICENSE.md)
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# BVH runtime loader
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```cs
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var context = new BvhImporterContext();
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context.Parse(path);
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context.Load(); // create Skeleton hierarchy and mesh for visualize
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GameObject root = context.Root;
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```
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## RuntimeLoader
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* Scenes/RuntimeBvhLoader.unity
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## RuntimeLoader and PoseTransfer
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Load BVH and transfer pose to any model with humanoid avatar.
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* Scenes/PoseTransfer.unity
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![humanpose transfer target](doc/humanpose_transfer_inspector.png)
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![humanpose transfer](doc/humanpose_transfer.png)
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# Load bvh and create prefab with AnimationClip
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Drop bvh file to Assets folder.
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Then, AssetPostprocessor import bvh file.
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* create a hierarchy prefab
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* create a humanoid Avatar
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* create a legacy mode AnimationClip
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* create a skinned mesh for preview
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![bvh prefab](doc/assets.png)
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Instanciate prefab to scene.
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![bvh gameobject](doc/mesh.png)
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That object can play.
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# BoneMapping
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This script help create human avatar from exist GameObject hierarchy.
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First, attach this script to root GameObject that has Animator.
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Next, setup below.
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* model position is origin
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* model look at +z orientation
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* model root node rotation is Quatenion.identity
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* Set hips bone.
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press Guess bone mapping.
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If fail to guess bone mapping, you can set bones manually.
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Optional, press Ensure T-Pose.
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Create avatar.
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![bvh bone mapping](doc/bvh_bonemapping.png)
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These humanoids imported by [UniGLTF](https://github.com/ousttrue/UniGLTF) and created human avatar by BoneMapping.
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![humanoid](doc/humanoid.gif)
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# Download BVH files
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* https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture
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* http://mocapdata.com/
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* http://www.thetrailerspark.com/download/Mocap/Packed/EYES-JAPAN/BVH/
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