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MYTY
MYTY Kit
MYTY Kit
  • 👋Before you begin
    • GM, MYTY! 👐
    • What is MYTY Kit?
    • MYTY Kit System Requirements
    • Prerequisites
    • MYTY Kit Glossary
  • ✍️Getting started
    • 1. Prepare Illustration PSB
      • Key Requirements
      • Basics of Avatar Animation
      • Recommended PSB file structure for Trait Mapper
    • 2. Trait Mapping
      • Guide to MYTY Kit Trait Mapper
      • New Field: Token ID
    • 3. Install Unity
    • 4. Import MYTY Kit
    • 5. Import 2D Avatar Assets
  • 🔮Make animation
    • 6. Before Rigging
    • 7. Rigging in Sprite Editor
      • Mesh in Unity
    • 8. MYTY Kit Controllers
      • Bone 1D Controller
      • Bone 2D Controller
      • Sprite 1D Range Controller
      • Sprite 2D Nearest Controller
      • Rigged Sprite 2D Nearest Controller
    • 9. Apply Motion Tracking
      • Character Movement
      • Bone Motion Adapters
        • Bone2D
        • BoneTiltOrPosition
        • EyeBlink & EyeBlinkAll
        • EyeBrow & EyeBrowAll
        • Pupil & PupilAll
      • Sprite Motion Adapters
        • EyeBlink & EyeBlinkAll
        • EyeBrow & EyeBrowAll
        • MouthSprite
      • Advanced documentation
        • Mapper & Reducer
        • Stabilizing method
    • 10. Set up AR Face Mode
    • Advanced Animation
      • Physics 2D
      • Sprite Masking
      • Idle Animation
  • 🤹Connect with MYTY Metaverse
    • 11. Export MYTY Avatar
      • MYTY Avatar Viewer
      • Updates on File Export Format — Zip file
    • 12. Upload to Avatar Manager
  • 🗒️Appendix
    • 😄Mediapipe Extension
    • 🎨MotionAdaptorPalette
  • 🗂️MISC
    • About Us
    • Troubleshooting & FAQ
    • Change Log
    • License
      • License.md
    • Legacy Documentation
      • [v0.1.0] 4. Import MYTY Kit
      • [v0.1.0] 6. Before Rigging
      • [v0.1.0] 9. Apply Motion Tracking
      • [v.0.1.0] 11. Export MYTY Avatar
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On this page
  • Head movement
  • From Up Vector
  • From LookAt Vector
  1. Make animation
  2. 9. Apply Motion Tracking

Character Movement

This page explains the basic background of character movement.

Previous9. Apply Motion TrackingNextBone Motion Adapters

Last updated 2 years ago

Head movement

Since the actual human neck and head are rotational joints that move in 3D space, motion data values are calculated in three major axes. At this time, the names of the three axes will change depending on which axis you look at as a reference, and the movements based on each axis will appear differently. First, the Up vector and the LookAt vector are defined, and then the direction of movement will be determined based on each vector.

From Up Vector

  • If the Up vector is the standard, the x-axis movement becomes Roll, the y-axis movement becomes pitch, and the z-axis movement becomes yaw.

From LookAt Vector

  • If the LookAt vector is the standard, the x-axis movement becomes pitch, the y-axis movement becomes yaw, and the z-axis movement becomes roll.

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