UniVRM/Assets/VRM/UniHumanoid
2019-01-10 23:18:12 +09:00
..
doc Move Assets/* (expect Plugins) to Assets/VRM/* 2018-12-29 13:21:42 +09:00
PoseModifier Move Assets/* (expect Plugins) to Assets/VRM/* 2018-12-29 13:21:42 +09:00
Resources Move Assets/* (expect Plugins) to Assets/VRM/* 2018-12-29 13:21:42 +09:00
Scenes Fixed build warnings 2019-01-10 23:18:12 +09:00
Scripts Move Assets/* (expect Plugins) to Assets/VRM/* 2018-12-29 13:21:42 +09:00
doc.meta Move Assets/* (expect Plugins) to Assets/VRM/* 2018-12-29 13:21:42 +09:00
LICENSE.md Move Assets/* (expect Plugins) to Assets/VRM/* 2018-12-29 13:21:42 +09:00
LICENSE.md.meta Move Assets/* (expect Plugins) to Assets/VRM/* 2018-12-29 13:21:42 +09:00
PoseModifier.meta Move Assets/* (expect Plugins) to Assets/VRM/* 2018-12-29 13:21:42 +09:00
README.md Move Assets/* (expect Plugins) to Assets/VRM/* 2018-12-29 13:21:42 +09:00
README.md.meta Move Assets/* (expect Plugins) to Assets/VRM/* 2018-12-29 13:21:42 +09:00
Resources.meta Move Assets/* (expect Plugins) to Assets/VRM/* 2018-12-29 13:21:42 +09:00
Scenes.meta Move Assets/* (expect Plugins) to Assets/VRM/* 2018-12-29 13:21:42 +09:00
Scripts.meta Move Assets/* (expect Plugins) to Assets/VRM/* 2018-12-29 13:21:42 +09:00

UniHumanoid

Unity humanoid utility with bvh importer.

License

BVH runtime loader

var context = new BvhImporterContext();
context.Parse(path);
context.Load(); // create Skeleton hierarchy and mesh for visualize
GameObject root = context.Root;

RuntimeLoader

  • Scenes/RuntimeBvhLoader.unity

RuntimeLoader and PoseTransfer

Load BVH and transfer pose to any model with humanoid avatar.

  • Scenes/PoseTransfer.unity

humanpose transfer target

humanpose transfer

Load bvh and create prefab with AnimationClip

Drop bvh file to Assets folder. Then, AssetPostprocessor import bvh file.

  • create a hierarchy prefab
  • create a humanoid Avatar
  • create a legacy mode AnimationClip
  • create a skinned mesh for preview

bvh prefab

Instanciate prefab to scene.

bvh gameobject

That object can play.

BoneMapping

This script help create human avatar from exist GameObject hierarchy. First, attach this script to root GameObject that has Animator.

Next, setup below.

  • model position is origin
  • model look at +z orientation
  • model root node rotation is Quatenion.identity
  • Set hips bone.

press Guess bone mapping. If fail to guess bone mapping, you can set bones manually.

Optional, press Ensure T-Pose. Create avatar.

bvh bone mapping

These humanoids imported by UniGLTF and created human avatar by BoneMapping.

humanoid

Download BVH files