[v0.1.0] 9. Apply Motion Tracking
- The Motion Adapter takes motion capture data from MediaPipe, 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.
- The MYTY Kit v0.1 provides 10 types of Motion Adapters to handle the more common animation scenarios.

Theoretically, Motion Adapters will allow you to take various motion data and freely connect them to different types of Controllers. But, we are still working through all animation possibilities with the MYTY Kit v0.1. Changing the Motion Adapter prefabs provided in the MYTY kit may lead to compatibility issues.
If the MYTY Kit doesn’t have an appropriate Motion Adapter for the animation that you’d like to make, please contact the MYTY Team through the Community channel or email.
- You can see all MotionAdapters under
Assets > MYTYKit > MotionAdapter folder
.

- You can select an appropriate Motion Adapter by taking into account the Controller and the Controller’s input (Motion data) that you’ll use.
Adapter Name | Motion Input | Related Controller |
---|---|---|
Bone2DAdapter | Joint Model (Chest or Head) | Bone2D |
Bone2DZRotate | Joint Model (Chest or Head) | Bone2D |
EyeBrow | Face Model; leftEyeBrow, rightEyeBrow | Bone2D, Sprite2D |
LeftEyeBone | Face Model; leftEye | Bone1D |
LeftEyeCover | Face Model; leftEye | Bone1D |
LeftEyeSprite | Face Model; leftEye | Sprite1D |
MouthSprite | Face Model; mouthX, mouthY | Bone2D, Sprite2D |
RightEyeBone | Face Model; rightEye | Bone1D |
RightEyeCover | Face Model; rightEye | Bone1D |
RightEyeSprite | Face Model; rightEye | Sprite1D |
- Each Motion Adapter has its own Inspector window.
- For all Motion Adapters, it is recommended that you do not touch the areas shaded in red, as they are settings for advanced animation.
- Clicking on the ◉icon next to an input box will bring up an object list from which you can select an option.
- Joint: Select the joint model script to be applied. The MYTY Kit v0.1 provides the
Head.cs
andChest.cs
scripts. - From: The direction that will be referenced for the avatar’s up vector.
- Plane: Motion will be applied on this plane.
- Flip: Changes the up vector to the opposite direction.
- Controller: Select the Controller to be applied to the joint. For the objects, you can select ones with a Bone2DController component from the Hierarchy window.

- Joint: Select the joint model script to be applied. The MYTY Kit v0.1 provides the
Head.cs
andChest.cs
scripts. - From: The direction that will be referenced for the avatar’s up vector.
- Plane: Motion will be applied on this plane.
- Flip: Changes the up vector to the opposite direction.
- Controller: Select the Controller to be applied to the joint. For the objects, you can select ones with a Bone2DController component from the Hierarchy window.

- Face: Select the Face Model.cs as the Motion Input data. This will bring the leftEyeBrow and the rightEyeBrow's motion data.
- Con: Select the Controller to be applied to the EyeBrow motion data. For the objects, you can select ones with either a Bone2DController or Sprite2DController component from the Hierarchy window.

- Face: Select the Face Model.cs as the Motion Input data. This will bring the leftPupil and rightPupil motion data.
- Con: Select the Controller to be applied to the leftPupil or rightPupil motion data. For the objects, you can select ones with either a Bone1DController or Sprite1DController component from the Hierarchy window.

- Face: Select the Face Model.cs as the Motion Input data. This will bring the leftEye and rightEye motion data.
- Con: Select the Controller to be applied to the leftEye or rightEye motion data. For the objects, you can select ones with either a Bone1DController or Sprite1DController component from the Hierarchy window.

- Face: Select the Face Model.cs as the Motion Input data. This will bring the leftEye and rightEye motion data.
- Con: Select the Controller to be applied to the leftEye or rightEye motion data. For the objects, you can select ones with either a Bone1DController or Sprite1DController component from the Hierarchy window.

- Face: Select the Face Model.cs as the Motion Input data. This will bring the mouthX and mouthY motion data.
- Con: Select the Controller to be applied to the mouthX and mouthY Motion data. For the objects, you can select ones with either a Bone2DController or Sprite2DController component from the Hierarchy window.
1. In the
Project window
, Select Assets > MYTYKit > Prefabs
. Drag Mediapipe prefab
to a blank area in the Hierarchy window
.
2. You can check the incoming input values in real-time, by selecting a
RiggingElement object
and clicking ▶️(Play).

Does a MediaPipe object fail to track your movement? Refer to our Troubleshooting & FAQfor a solution.
1. Right-click on a blank area of the Hierarchy window, and select
Create Component
to create a GameObject for the MotionAdapter's Group
.2. In the Inspector window, click
Add Component
and apply the Motion Adapter Group Component
.
3. In the
Project window
, go to Assets > MYTYKit > MotionAdapter
, click and drag the prefabs you want to apply into the MotionAdapter
object in the Hierarchy window
.
4. In the
Inspector window
, adjust the settings for each MotionAdapter, selecting the appropriate scripts, Controllers, and objects.
5. If nothing appears when you click the ◉ icon, it may be due to either of the following:
- 1.
- 2.
6. Click
▶️(Play)
to check that Motion Tracking works as intended.
Repeat steps 1 to 6 for each animation.
Have a question or an idea?
If you have a question to ask or an idea to share, participate in the MYTY Kit Community. We’d love to hear from you.
😄
Last modified 5mo ago