/// <summary> /// Create a motion generator /// </summary> /// <returns>Motion generator</returns> public static MotionGenerator CreateMotionGenerator() { using (var faceS = ResourceManager.GetStream(ResourceKey.FacialMotion)) using (var headS = ResourceManager.GetStream(ResourceKey.HeadRotation)) using (var visemeS = ResourceManager.GetStream(ResourceKey.Viseme)) using (var phoneS = ResourceManager.GetStream(ResourceKey.PhoneMapZhCN)) { var generator = new MotionGenerator(faceS, headS, visemeS, phoneS); return(generator); } }
void Start() { // Configuration _config = new Configuration(gameObject.transform.localScale.x); // Character setup List<GameObject[]> body_list = new List<GameObject[]>(); body_list.Add(arm_l); body_list.Add(arm_r); body_list.Add(body); List<GameObject[]> limbs_list = new List<GameObject[]>(); limbs_list.Add(leg_l); limbs_list.Add(leg_r); _chara = new CharaConfiguration(_config, root.GetComponent<Rigidbody>(), body_list, limbs_list, debug); _motion_generator = new MotionGenerator(_chara, _config, debug); _desired_direction = Vector3.zero; /* if (debug) root.GetComponent<Rigidbody>().isKinematic = true; */ }