private void loadPoseFile()
 {
     _pose = CubismPose.LoadCubismPoseFromAssetPath(motion3Json);
     if (_pose != null)
     {
         jsonLoaded = true;
     }
 }
Exemple #2
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 // Use this for initialization
 public override void Refresh()
 {
     lance    = CubismPose.LoadCubismPoseFromAssetPath(lancePath);
     wrist    = CubismPose.LoadCubismPoseFromAssetPath(wristPath);
     chop     = CubismPose.LoadCubismPoseFromAssetPath(chopPath);
     thumb    = CubismPose.LoadCubismPoseFromAssetPath(thumbPath);
     palm     = CubismPose.LoadCubismPoseFromAssetPath(palmPath);
     backpalm = CubismPose.LoadCubismPoseFromAssetPath(backpalmPath);
     Debug.Log("LMPalmPoseflag : Start()");
 }
        // Use this for initialization
        void Start()
        {
            // morph target needs to be set manually; possibly other components will need the same
            //if (animation == null)
            //{
            //	Debug.Log("OVRLipSyncLive2D.Start WARNING: Please set required public components!");
            //	return;
            //}


            // make sure there is a phoneme context assigned to this object

            lipsyncContext = GetComponent <OVRLipSyncContextBase>();

            if (lipsyncContext == null)

            {
                Debug.Log("OVRLipSyncLive2D.Start WARNING: No phoneme context component set to object");
            }

            visemePoses = new CubismPose[motion3Jsons.Length];
            for (int i = 0; i < motion3Jsons.Length; i++)
            {
                visemePoses[i] = CubismPose.LoadCubismPoseFromAssetPath(motion3Jsons[i]);
                if (visemePoses[i] == null)
                {
                    Debug.Log("OVRLipSyncLive2D.Start no load pose");
                }
            }

            target = gameObject.GetComponent <CubismModel>();
            if (target == null)
            {
                Debug.Log("OVRLipSyncLive2D.Start no find target cubism model");
            }

            // Send smoothing amount to context

            lipsyncContext.Smoothing = SmoothAmount;
        }