Updated Animator documentation
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namespace Passer.Humanoid {
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/// \page AnimatorDoc Animator
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///
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/// Animations can be used when other trackers are not tracking or not available. They
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/// can be enabled using the Animator option in the Input section of the Humanoid
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/// Control script.
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/// By default, the animator uses a builtin procedural animation. This is overridden
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/// when setting the Runtime Animator Controller parameter which is standard Unity
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/// Animator Controller.
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/// Humanoid Control can control the animator controller using a number of float Animation
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/// Parameters. These can be set in the Params section and refer to the Animation
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/// Parameters of the Animator Controller.
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}
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Runtime/HumanoidControl/Scripts/Animator/Animator_Doc.md.cs
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Runtime/HumanoidControl/Scripts/Animator/Animator_Doc.md.cs
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namespace Passer.Humanoid {
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/// \page AnimatorDoc Animator
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///
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/// Animations can be used when other trackers are not tracking or not available. They
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/// can be enabled using the Animator option in the Input section of the Humanoid
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/// Control script.
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///
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/// By default, the animator uses a builtin procedural animation. This is overridden
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/// when setting the Runtime Animator Controller parameter which is standard
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/// [Unity Animator Controller](https://docs.unity3d.com/Manual/class-AnimatorController.html).
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///
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/// Humanoid Control can control the animator controller using a number of float Animation
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/// Parameters. These can be set in the Params section and refer to the
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/// [Animation Parameters](https://docs.unity3d.com/Manual/AnimationParameters.html)
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/// of the Animator Controller.
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///
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/// float Forward Speed | The forward/backward speed. Negative is backward walking. Unit is units(meters) per second.
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/// float Sideward Speed | The left/right speed. Negative is left strafing. Unit is units(meters) per second
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/// float Turn Speed | The turning speed around the Y axis. Negative is turning left. Unit is full rotations (360 degrees) per second.
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/// float Head Height | The head height relative to the standing position. Negative is crouching. Positive is reaching up. Unit is meters.
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///
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/// Please note the unit of the parameters. Great care should be paid to this when creating the animations,
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/// because it is not possible to use root motion (see below).
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/// If the animation root speed does not match the required units of speed,
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/// you can adjust them using the Speed parameter of the Animation State (see
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/// [Unity3d – Animation States](https://docs.unity3d.com/Manual/class-State.html)).
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/// For example, when the turning animation is set up such that it takes 4 seconds for a full rotation,
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/// the Speed parameter should be set to 0.25.
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///
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/// Root Motion
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/// ===========
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/// or the animations to work well they should not contain root motion.
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/// This is because we need to be able to move the character from the VR headset,
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/// not from the animation, or players will get motion sickness.
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///
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/// To get the right behaviour, ensure that the following options are checked on the imported animations:
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///
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/// Loop Time -> Loop Pose
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/// Root Transform Rotation -> Bake Into PoseRoot Transform Position(Y) -> Bake Into Pose
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/// Root Transform Position(XZ) -> Bake Into Pose
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///
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/// Animation Restrictions
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/// ======================
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/// The animations are controlled by the Animation Parameters which are derived from the head movements.
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/// In order to match the movements of the player, the animations should be set in a specific way.
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///
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/// - The animation being player when Forward Speed = 1 should ensure
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/// that the head speed is exactly 1 unit(meter) per second.
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/// If the head speed in the animation is different you may see feet slipping
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/// over the ground because the animation is played too fast or too slow.
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/// - The Forward Speed should only have effect on the forward/backward (Z-axis) speed of the avatar.
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/// If this is not ensured, the animations will be wrong.
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/// For example when the head moves to the left when forward speed = 1, the sideward speed will also be activated,
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/// resulting in unwanted animations.
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/// - The same is true for the Sideward Speed and Turn Speed,
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/// but then limited to the sideward (X-axis) motion and rotation along the Y axis.
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/// - The Head height is used to change the vertical position of the avatar.
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/// A value of -0.3 can result in a crouching with even lower values resulting in a crawling position.
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/// Positive values like 0.1 can result in a reaching position when the avatar stands on his toes.
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/// - As with the other parameters, the Head Height parameter should only have effect
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/// on the Y position of the head.All other movements must be avoided in this animation.
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///
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/// Targets
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/// =======
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/// When the Animation option is enabled on the Humanoid Control script,
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/// it is possible to select whether procedural animation should be used for each target.
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/// If Procedural Animation is deselected the animation controlled by the Runtime Animator Controller
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/// set in the Humanoid Control script will be used.
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/// If the Runtime Animator Controller is not set, no animation will be used.
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}
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@ -64,7 +64,7 @@ namespace Passer.Humanoid {
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/// Procedural and Mecanim animations are supported for body parts not being tracked by an input device.
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/// Mecanim animation is used when an appropriate Animation %Controller is selected as parameter.
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/// Built-in procedural animation will be used when no Animation %Controller is selected. See also
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/// <a href="http://passervr.com/documentation/animations/">Animations</a>.
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/// \ref AnimatorDoc "Animator".
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///
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/// Pose
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/// ====
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