Characters and Character Actions

 

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. https://motiveio.atlassian.net/wiki/spaces/USDK/pages/1072267300

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.

Related Articles

Expression Maps

Lip Syncing

Characters, Animation Controllers and Storyflow

Troubleshooting Lipsync Setup