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Create VGO (for humanoid avatar)
Set up with reference to the common settings.
Use a model with Human Avatar
set in the Avatar
of the Animator
component.
[GameObject]
Set any name.
No | component | description |
---|---|---|
1 | Transform | Must be the initial value. |
2 | Vgo Right | Set freely. |
3 | Vgo Generator | It is OK just to attach. |
4 | Animator | Attach it. |
The order of the components does not matter.
[Animator]
No | item | value |
---|---|---|
1 | Avatar | (Human Avatar) |
If necessary, set the BlendShape of the face.
(Apps using UniVGO may refer to this setting)
Select the GameObject of the face in the Hierarchy
tab.
Make sure the Skinned Mesh Renderer
component has a parameter of Blend Shapes
.
Attach a new Vgo Blend Shape
component.
Then right-click on the Project
tab,
Create a configuration file with Create
> Vgo
> Blend Shape Configuration
.
[Vgo Blend Shape]
Set the configuration file to the Blend Shape Configuration
of the Vgo Blend Shape
component.
Then, configure the following settings for your avatar
No | item | description | remarks |
---|---|---|---|
1 | Kind | The kind of Blend Shape. Select Face . |
Required |
2 | Face Parts | Associate which part of the face the BlendShape is. | Option |
3 | Blinks | Register the BlendShape to use when blinking. | Option |
4 | Visemes | Associate the viseme. Only vowels are OK. | Option |
5 | Presets | Register the preset. | Option |
Animation is not available for avatars (Deprecated).
The reason is that the avatar moves in position.
- System Requirements
- Requirement Packages
- Install
- Other information
- Basic matters
- Create VGO
- VGO export
- VGO import
- VGO runtime loading