private void loadPoseFile() { _pose = CubismPose.LoadCubismPoseFromAssetPath(motion3Json); if (_pose != null) { jsonLoaded = true; } }
// 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; }