public void characterCreated(UMAData umaCreated) { head = umaCreated.GetBoneGameObject("Head"); MoveCamera(); player = gameObject.GetComponentInChildren <UMAExpressionPlayer>(); if (player == null) { Animator umaAnimator = GetComponentInChildren <Animator>(); if (umaAnimator != null) { player = umaAnimator.gameObject.AddComponent <UMAExpressionPlayer>(); player.overrideMecanimNeck = true; player.overrideMecanimHead = true; player.overrideMecanimJaw = true; player.overrideMecanimEyes = true; } umaAnimator.Rebind(); } if (player != null) { if (expressionSet != null) { player.expressionSet = expressionSet; } player.Initialize(); guiValues = new float[UMAExpressionPlayer.PoseCount]; } }
public void characterCreated(UMAData umaCreated) { head = umaCreated.GetBoneGameObject("Head"); MoveCamera(); player = gameObject.GetComponentInChildren<UMAExpressionPlayer>(); if (player == null) { Animator umaAnimator = GetComponentInChildren<Animator>(); if (umaAnimator != null) { player = umaAnimator.gameObject.AddComponent<UMAExpressionPlayer>(); player.overrideMecanimNeck = true; player.overrideMecanimHead = true; player.overrideMecanimJaw = true; player.overrideMecanimEyes = true; } #if !UNITY_4_3 umaAnimator.Rebind(); #endif } if (player != null) { if (expressionSet != null) { player.expressionSet = expressionSet; } player.Initialize(); guiValues = new float[UMAExpressionPlayer.PoseCount]; } }
//practical guide to UMA part 15 intercepting uma events https://youtu.be/_k-SZRCvgIk?t=4m17s void CharacterCreatedCallback(UMAData umaData) { //Debug.Log("UMA_Created"); GrabStaff(); // A Practical Guide To UMA - Part 17 - Using the Expression Player https://youtu.be/nJI-kUYYuWE UMAExpressionSet expressionSet = umaData.umaRecipe.raceData.expressionSet; expressionPlayer = umaData.gameObject.AddComponent<UMAExpressionPlayer>(); expressionPlayer.expressionSet = expressionSet; expressionPlayer.umaData = umaData; expressionPlayer.Initialize(); // automated expressions to look life like expressionPlayer.enableBlinking = true; expressionPlayer.enableSaccades = true; }