If you want to do this on both hands or just the right hand, you just need to click on the right hand layer and do the same thing we just did in that layer instead. Keep in mind that since we are in the Left Hand layer, this animation will only work on the left hand. Once you have that selected in the animator, in the top right you’ll see “Motion”, we can just drag our gesture animation clip into that slot and now it’s been effectively replaced! Without combiner I cannot atlas my textures and I can’t fix shaders in Unity. I click the link to download it and it does not work. When I am in step Texture Atlasing it says that there is Material Combiner needed. Unfortunately, it is not possible for me to successfully finish the avatar. So now all we need to do is select what gesture we want to override in the animator, in my case I’m going to replace RockNRoll. Message before the edit: This tutorial is very helpful. This is the default set-up for how our gestures work on AV3.0, it’s pretty basic. Once you have the animator duplicated and renamed, open up the duplicate and click on the Left Hand layer. You can name the duplicate whatever you want, but I recommend naming it Gestures or *youravatarnamehere*Gestures so that you don’t get it confused with the other animators. So once you’ve found the correct animator, we should duplicate this animator in our Project tab. This video will guide you through the process of uploading an avatar to PC and Quest. Now you make animation clips and put them under the appropriate layer, and while we won’t be using all the different layers for this tutorial, I’ll quickly go over their purposes and what they do for future reference. So those are kind of the reasons for all of these different “playable layers”. As well as certain animations placed under specific layers can now be seen in mirrors, unlike before. (in other words, the animation bound to the hand does NOT replace the hand’s pose.)Īnother reason for this change is that now when creating animations for your avatar, there is actually a priority system in place now. Now you can actually tell an animator to activate an animation upon you making a gesture (or other things), rather than only being able to just replace what the entire gesture actually did as a whole. Otherwise your hand would just make an awkward claw pose when you wanted to close your eyes and smile. In a lot of cases this got annoying because if you wanted to just have a gesture to close your eyes and smile, you needed to make the animation for that, as well as recreating the animation of your hand making the pose that you were overriding. This animation clip would essentially replace the entire gesture you decided to put it on. Gestures are now created in a pretty different way now.īefore we would make a single animation clip.
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