标题: SALSA With RandomEyes [打印本页] 作者: 710960383 时间: 2017-2-27 08:59 标题: SALSA With RandomEyes This extension requires one license per seat
Requires Unity 4.6.0 or higher.
1-Click setup for Fuse, Autodesk (ACG), *UMA 2, MCS by Morph 3D, and **DAZ3D character workflows.
*UMA has no BlendShapes, so our workflow includes a custom facial expression controller for the UMAExpressionPlayer.
**DAZ3D 1-Click setup currently supports Genesis, Genesis 2, Genesis 3, Emotiguy, and Dragon character classes.
Includes two comprehensive products to simplify lip sync, eye movement, and facial expressions:
SALSA
Simple Automated Lip Sync Approximation provides high quality, language-agnostic, lip sync approximation for your 2D and 3D characters using Sprite texture types or BlendShapes. Audio dialog files are processed in real-time to automate four mouth positions. Results are superior to basic jaw bone animations, without labor intensive phoneme mapping.
RandomEyes
Included with SALSA, RandomEyes provides random and programmable eye movement, blinking, and eye tracking, on any number of eyes for your 2D and 3D characters using Sprite texture types or BlendShapes.
RandomEyes for 3D characters also includes:
Custom Shapes - A procedural facial animation system that allows fully automated or manually controlled emotional expression.
Shape Groups - Combine multiple BlendShapes into complex, multi-shape, facial expressions right in the editor.
Both systems include options to send event-based responses of talk, look, and custom shape events to specified GameObjects.
Custom component inspectors provide code-free configurable options, while our simple API provides code accessibility from any Unity supported scripting language. Manuals, sample scripts (C# and Javascript), and several demo scenes are included.
Supports Unity & Unity Pro. Tested on Windows, Mac, Linux, legacy Web-Player, Android, IOS, Windows Store, WP8.
Integration
Dialog System for Unity
Adventure Creator
Playmaker
Cinema Director
NodeCanvas
***The UMA 2 workflow supports saved UMA.asset files, and code-based runtime setup. The UMA.asset workflow requires setup of a [Character Created] listener event from the UMADynamicAvatar inspector. The 1-Click runtime setup uses the included UMA character generator script. If you use your own script, you will need to add a few lines of code documented in the link above