![]() ![]() In my experience the majority of performance issues in games come from developers not understanding what's happening under the hood, rather than from writing code which is slow in and of itself. The scripts in a game are usually only a tiny part of its code, and if they're designed and written well they won't be doing heavy logic all the time. Character Creator 2.One thing to keep in mind with your game scripting solution is that it's unlikely to be the cause of many types of performance issues.Pipeline - 3DXchange, 3ds Max, Character Studio, BVH.Showcase your iClone4 works (Redirect Forum).Cartoon Animator 4 Beta Test - Welcome and Have FUN!!!.Cartoon Animator 4.4 Early Access Program.Cartoon Animator 4.3 Beta Test - be the inspiration of CTA to AE.Wishful Features - Craft Your Dream Tool.CrazyTalk Interactive Avatars for Unity & Web.Wishful Features – Craft your dream tool.Installation & Registration of Mac Version & Content.Wishful Features - Craft Your Dream Tools.Unreal Live Link Plug-in (Redirect Forum).Character Creator Developer Content Exhibition.Content Exhibition - Content Store & Marketplace.Reallusion Monthly Freebie (Redirect Forum).Bring Your Architecture to Life (2010.11).Physics Toolbox Invention Contest (2012.03).Create a Poster for any Blockbuster Movie (2014.03).Let's Battle - Battle Animation Contest (2014.06).Game Character Animation Contest (2015.04).Showcase Your Armor Knight Competition (2019.09).iClone Lip Sync Animation Contest (2021.07).You could setup any number of "events" that transition to each of the character's animations. The FSM waits for a mouseclick, checks to see if you clicked within the trigger area, and then sends the "speak" event to the character's FSM. When FINISHED they transition back to the start state, and the idle plays again.įor a test scene I set up a separate FSM on an unseen cube trigger and positioned it "behind" the character's head. The animation and audio play simultaneously. The PLAY ANIMATION action wouldn't play the CT audio, so I used PLAY SOUND and found the audio file within Unity's assets. I have an event called "speak" which transitions to a second FSM. The FINISHED transition loops back into itself so when the idle animation ends it will play again. In the start state, I used PLAY ANIMATION and assigned the idle animation to my character. Very simply, I added a Playmaker FSM (Function State Machine) to my CrazyTalk character (inside the CTRoot folder). ![]() There are no custom Playmaker actions for CrazyTalk of course, but I got it to work, so I'm sharing here in case anyone else uses Playmaker, or wants to build a CrazyTalk "game" but is as intimidated by scripting as I am. In a previous post I had mentioned Playmaker (a popular visual scripting addon for Unity), and wondered whether it could be used to control a CrazyTalk character. ![]()
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