9. Apply Motion Tracking
Last updated
Last updated
Which motion do you want to control with motion adapters? Refer to the below table.
If you want to control... | with data set of... | Recommended Motion Adapters |
---|---|---|
The Motion Adapter takes motion capture data from MotionTemplate, processes it, and feeds it to the Controllers.
There are different Motion Adapters for different types of data processing. Data processing type in turn depends on the type of motion data and the type of Controller(s) that will be used.
Theoretically, if there are M number of motion data types that can be tracked and N number of Controllers, a total of M*N number of Motion Adapters can exist.
MYTY Kit v1.0 provides 14 types of Motion Adapters prefabs to handle the more common animation scenarios.
There are two categories of motion adapters: Mapper and Reducer.
This section contains guides showing you how 2D characters move along the 3D motion.
MYTY Kit gives you everything you need to create a stunning live avatar. To apply motion tracking to your NFT avatar in real-time, take a closer look at these motion adapters.
With the release of MYTY Kit v1.0, Motion Adapters have been fully updated. The previous version of MYTY Kit Motion Adapter is located in the Assets > MYTY Kit > MotionAdater > Deprecated folder
. For more information on how to use it, please refer to this page. ๐ [v0.1.0] 9. Apply Motion Tracking
Bone Motion Adapters connect the motion data coming from the motion template to the Bone Controller. There are 5 types of Bone Motion Adapters in MYTY Kit, and each adapter can import motion data set as below.
Sprite Motion Adapters connect the motion data coming from the Motion Template to the Sprite Controller. There are 3 types of Sprite Motion Adapters in MYTY Kit, and each adapter can import motion data set as below.
1) In the Project window, Select Assets > MYTYKit > MotionTemplate
. Drag DefaultMotionTemplate to a blank area in the Hierarchy window.
1) In the Project window, Select Assets > MYTYKit > MotionTemplate > Motion Source Samples
. Drag MediapipeMotionPack
to a blank area in the Hierarchy window.
2) Click the MediapipeMotionPack > MediapipeMotionSource
in the Hierarchy window. Then, in the Inspector window, click the โ icon
below the Motion Template Mapper List.
3) Set the Element 0
to the DefaultMotionTemplate
GameObject.
1) Right-click on a blank area of the Hierarchy window, and select Create Component
to create a GameObject for the MotionAdapter Group
.
2) In the Inspector window, click Add Component
and apply the Motion Adapter Group Script
.
1) In the Project window
, go to Assets > MYTYKit > MotionAdapter
, click and drag the prefabs you want to apply into the MotionAdapter Group
object in the Hierarchy window
.
2) In the Inspector window
, adjust the settings for each MotionAdapter, selecting the appropriate scripts, Controllers, and objects.
3) If nothing appears when you click the โ icon, it may be due to either of the following:
The DefaultMotionTemplate or the MediapipeMotionPack is not in the Hierarchy window โ Check #add-defaultmotiontemplate and #add-mediapipemotionpack
4) Click โถ๏ธ(Play)
to check that Motion Tracking works as intended.
Repeat steps 1 to 4 for each bone or sprite animation.
Motion Adapter Name | Configured Motion data |
---|---|
Motion Adapter Name | Configured Motion data |
---|---|
The appropriate Script(s) are not applied to the Controller โ Check
Have a question or an idea? If you have a question to ask or an idea to share, participate in MYTY Kit Community. Weโd love to hear from you.
Bone2D
Chest, Head joint
BoneTiltOrPosition
Chest, Head joint
EyeBlink & EyeBlinkAll
Simple Face Parameters (size of left/right eye)
EyeBrow & EyeBrowAll
Simple Face Parameters (height of left/right eyebrow)
Pupil & PupilAll
Simple Face Parameters (position of left/right pupil)
EyeBlink & EyeBlinkAll
Simple Face Parameters (size of left/right eye)
EyeBrow & EyeBrowAll
Simple Face Parameters (height of left/right eyebrow)
Mouth
Simple Face Parameters (wide and height of mouth)
Bone 1D Controller
Eye blink
Bone 1D Controller
Head tilting / Chest position
Bone 2D Controller
Face direction
Sprite 1D Range Controller
Eye blink
Sprite 2D Nearest Controller
Mouth size
Rigged Sprite 2D Nearest Controller
Mouth size