Basic Features
Avatar Ready includes the following features:
Sit configuration helper
This feature helps positioning an avatar for a sitting situation by modifying FinalIK values. It can also be used to switch between standing and sitting.
First Person VR Setup
For embodied avatars, this feature will hide the head materials for the user. This prevents the user from seeing parts of his avatar’s head.
Facial animation help
This feature provides some facial animations to the avatar. This feature uses the blend shapes in the avatar to create some movement in the eyes, eyelids and mouth of the avatar.
Twisted wrist correction
This feature helps creating better wrist motions for the avatar.
Hide avatar if IK mismatch
This feature hides the avatar if the distance between the trackers and the avatar’s body parts is bigger than the tolerance distance.
Manual finger animation helper
This feature allows to create hand position for the avatar by defining finger muscle values. The Finger animation feature scriptable object allows to define initial values for the hand muscles.
Animation Recorders
Avatar Ready can be used to record avatar movements. This is done by adding recorder feature to an avatar. Their are two basic types of recorders available with Avatar Ready, two more are available for the Xsens package.
Record native Humanoid animations
This feature records the movements of the avatar.
The recording is made using the humanoid avatar in the animator, the recorded curves are in muscle values. This feature also records the values of each blendshapes in the avatar’s mesh.
Recorded animations can be in two different formats.
If the recording was made in the unity editor, the recording will be made in .anim files in the Project Animation folder .
If the recording was made in a built application, the recording will be made in a .json file stored in the Animation Persistent Path.
Both path can be modified in Avatar Ready Settings
Record user rig animations
This feature records the movements of the VR Rig. The feature gets the main camera in the scene (usually the HMD) and record the full GameObject hierarchy going from its root object. This allows recording of the movements of the different trackers used to animate the avatar.
Recorded animations can be in two different formats.
If the recording was made in the unity editor, the recording will be made in .anim files in the Project Animation folder .
If the recording was made in a built application, the recording will be made in a .json file stored in the Animation Persistent Path.
Both path can be modified in Avatar Ready Settings