Full Body Motion Tracking
Overview
Animaze support full body tracking through a few means:
the Perception Neuron body tracker
the Sony Mocopi body tracker
the VMC Protocol
Additionally, Animaze supports mannequin animations that can be retargeted to the avatar’s whole body, allowing the avatar to use from an already large list of animations (dances and special idles), without custom animation work needed.
All trackers and body retargeters have dedicated configurators that enables the artist to map the skeleton hierarchy of the custom model to the reference model needed by each system. Check out the Avatar Inspector options (click on the avatar in the Hierarchy Panel, check the Avatar Inspector on the right hand side):
Requirements
the model needs to have an animation called TPose, which is a single frame with the avatar in T Pose. This is a reference pose that is used by several systems in the app. The description of the T Pose is:
hands in forming a T shape with the body
palms are facing down
fingers are orientated straight following the direction of the arm
the thumb is also orientated straight following the direction of the arm
in the case you are importing a .vrm or .glb/.gltf format model, it is required for the model to be in T Pose by default.
have the bone mapping correctly configured for the custom model imported. Animaze Editor will try a default mapping based on the type of avatar. Note, that these are recommendations, you can always reconfigure everything in Animaze Editor.
Animaze Standard models (import fbx files) - follow our in-house standard
VRM models (vrm files) - follow the VRM specs
GLB models (.glb/.gltf files) - follow the Ready Player Me specs Full-body avatars | Ready Player Me
You need to have a symetrical position in the idle 1 at the beginning and the end of the animation.