Class ZivaRTPlayer
A ZivaRT runtime component that can be attached to a GameObject. When configured properly this will allow for Ziva to be used to deform skin a mesh.
Implements
Inherited Members
Namespace: Global Namespace
Assembly: solution.dll
Syntax
[RequireComponent(typeof(Animator))]
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
[ExecuteInEditMode]
public class ZivaRTPlayer : MonoBehaviour, IAnimationWindowPreview
Fields
Name | Description |
---|---|
Draw |
Draw the vertices of the imported ZivaRT asset's rest shape in the Scene view. Can be useful to diagnose vertex mapping issues. |
Suppress |
Don't print out warnings about issues discovered with the mesh, eg: degenerate face UVs. |
Properties
Name | Description |
---|---|
Animation |
The animation root for which the animation should be applied from |
Auto |
Automatically generated bounds used for visibility culling. |
Calculate |
Should motion vectors for deformed positions be calculated? |
Custom |
The custom bounds used for visibility culling. |
Enable |
Whether to apply pre-skinning correctives from the ZivaRT solver (generally used for debugging). |
Enable |
Whether to apply skinning to the mesh using the ZivaRT solver (used for debugging). |
Execution |
Should deformation calculations be started manually, in the LateUpdate phase or normal Update phase? |
Game |
The GameObject root for which the animation should be applied from |
Implementation | Select which internal implementation is used to perform the deformation. Different implementations have different properties (CPU vs GPU). |
Mesh |
Scale factor that should be applied to the Ziva RT vertices to match the mesh scaling applied on the imported mesh file |
Multithreaded |
Should joint transform updates execute on multiple threads? This delays solver execution to LateUpdate |
Recalculate |
Should the solver recompute target mesh normals and tangents each frame? |
Rig | The ZivaRT rig asset used to deform the target character mesh. |
Source |
Source Mesh that will be deformed by the Ziva Rig. A copy will be created for the deformation which means this source mesh will not be modified directly. |
Use |
If this is true then custom bounds are used for mesh visibility culling. If this is false then bounds are computed automatically. |
Use |
Apply the local transform of the Skinned Mesh during vertex correspondence registration step. |
Methods
Name | Description |
---|---|
Add |
Adds an override for an extra parameter identified by 'extraParameterName' this function is slow and should only be called on initialization. |
Get |
Adds the names of all of the extra parameters in this ZivaRT asset to the list. |
Get |
Motion vectors. Not available if Compute Shader or Mono implementation is selected. |
Get |
Final vertex normals after ZivaRT correctives and skinning have been applied. Not available if Compute Shader implementation is selected. |
Get |
Final vertex positions after ZivaRT correctives and skinning have been applied. Not available if Compute Shader implementation is selected. |
Get |
Final vertex tangents after ZivaRT correctives and skinning have been applied. Not available if Compute Shader implementation is selected. |
Remove |
Removes an override for an extra parameter identified by 'extraParameterName' this function is slow and should only be called on finalization. |
Run |
Runs the ZivaRT solver in it's current configuration. Note that by default the solver is already run if the object containing the ZivaRT component is visible. This method should only be used in advanced scenarios where there is a requirement to explicitely invoke the solver. |
Scalar |
Returns the name of the scalar at 'index'. |
Scalar |
Returns the value of the scalar at 'index'. |
Scalars |
Returns the number of scalars in this ZivaRTPlayer component. |