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    ZivaRT Player component

    The ZivaRT Player component is a necessary part in allowing users to produce film-quality shape deformation results in real time within Unity.

    The component enables Unity to deform the assigned mesh following the trained data. The mesh's deformation process is configurable through the parameters assigned to the ZivaRT Player component.

    Deformation inputs

    Property Description
    Custom Bounds Determines the bounding volume of the mesh if Use Custom Bounds is true.
    Use Custom Bounds If true then Custom Bounds are used to set the bounding volume of the mesh, otherwise ZivaRT component recalculates the bounding volume everytime it processes the mesh.
    Rig ZivaRT asset used to deform the target character mesh.
    Source Mesh Source Mesh that the Ziva Rig will deform. A copy will be created for the deformation.
    Animation Root The animation root from which the animation should be applied.
    Game Object Root The root of the GameObject which the ZivaRT is assigned to.
    Use Mesh Transform Registration Applies the local transform of the Skinned Mesh during the vertex correspondence registration step. It can also help resolve registration failures caused by mismatched mesh transforms.
    Scale Ziva Vertices Using Source Mesh Scales ZivaRT asset vertices using the source mesh scale settings.

    Property Description
    Update Bounds Off Screen Forces bounds updates even when the mesh is off the screen. When Use Custom Bounds is on this setting is ignored and is not displayed in the inspector.

    Runtime settings

    Property Description
    Implementation The technique used to perform the Ziva deformation on a Ziva deformed object.
    Burst Jobs The deformation is executed using CPU side burst jobs with the results being applied to the target mesh. The results can be accessed on the CPU side for further operations.
    Compute Shaders The deformation is executed on the GPU using a compute shader with the result only being accessible on the GPU.
    Mono The deformation is executed on the CPU using standard C# with the results being applied to the target mesh. The results can be accessed on the CPU side for further operations.
    Fast Vertex Data Write If true then vertex data is written directly to GPU memory bypassing the CPU copy, resulting in better performance. Note that any target mesh vertex data stored in CPU memory will not be updated.
    Scheduling Mode How to run Job Solver's jobs.
    Main Thread Run the Job Solver on Unity's main thread.
    Single Worker Thread Run the Job Solver on a single worker thread separate from the Main thread.
    Multiple Worker Threads Run the Job Solver on multiple parallelized worker threads.
    Recalculate Tangent Frames Determines whether the solver should recompute target mesh normals and tangents each frame.
    None Doesn't recompute the mesh's normals or tangents.
    Normals Only Only recomputes the mesh normals.
    Normals and Tangents Recomputes both the mesh normals and tangents.
    Execution Schedule Whether to schedule deformation calculations in the LateUpdate phase, normal Update phase or manually by calling ZivaRTPlayer.RunSolver API
    Multithreaded Joint Updates Whether to execute joint transform updates on multiple threads. This delays solver execution to LateUpdate.
    Calculate Motion Vectors Whether to calculate motion vectors for deformed positions.

    Debugging

    Property Description
    Enable Correctives Whether to apply pre-skinning correctives from the ZivaRT solver (used for debugging).
    Enable Skinning Whether to apply skinning to the mesh using the ZivaRT solver (used for debugging).
    Shader Data ZivaRT shader data used for mesh deformation.
    Draw Debug Vertices Enabling this makes ZivaRT rig's rest pose vertices be drawn in Scene view. This can be used to diagnose problems with vertex correspondence registration. The vertices of the Source Mesh must line up with these vertices.
    Suppress Geometry Warning Messages Whether to print warnings about problems found in the geometry of the Source Mesh, for example triangles without a well-formed UV basis for normal mapping.
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    Generated by DocFX on 18 October 2023