VR Body Movements version 1.2.0 released

This weekend I have released a new version of my VR Body Movements Unity asset. The main feature is that this version is compatible with Mecanim animations

Not all movements of the body can be driven by tracker input yet. Especially the leg and head movements need an alternative method for movement. The most obvious way to do this is to use animations, but if you would enable an animation on the avatar in combination with a previous version of my asset, the body would spring into strange positions. This is no longer the case with version 1.2 of the package.

You can use full body animations for you avatar, but if you enable the asset, the arms and part of the hip movements is no longer animated but driven by the inverse kinematics functions. The means for example that you can wave your hands during a running animation.

Additionally, the vision give the options to enable or disable the bending, kneeling or rotating functions of the package.

The new asset comes in two flavours: free and paid. As usual, the free version only supports one arm, while the paid version supports two arms.

You can find the assets at Passer VR.

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