Characters and Character Actions
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Overview
Motive’s Character Actions allow you to manipulate virtual characters in a scene. Motive will work with most Characters that use Unity’s Mecanim animation system. There are a few requirements in order for your Characters to work with the Character Action system.
Inverse Kinematics
Some of the Character Actions (Look At, Reach) use Unity’s Inverse Kinematics (IK) system. To enable this, your Character needs to have an Animator with a Controller that has IK enabled. Note that if you apply new Animation Controllers to your Characters at runtime those will also need to have IK enabled in order to use Character Actions. (Note that there may be cases where you explicitly do not want an animation to be overridden by a Character Action, in which case IK should remain disabled.)
Character with a default Controller set.
Controller has IK Pass set on its Base Layer.
Controlling Expressions
Motive can control character facial expressions with either blend shapes or transforms. The Expression Mapping system describes this in more detail. Expression Maps
Facial Expressions and Animations
Note that any animation that controls blend shapes or transforms used by expressions on a Character will override any the facial expression system. If your facial expressions or lip sync are not working, this is often the cause.