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I created a basic flow of the process based off of the example project which I highly recommend checking out if you are confused on specifics.
- Rip/Create a humanoid animation in Blender or your modelling program of choice
- Import said humanoid animation into unity
- Import/create any extra props you will need for said emote (Optional)
- Export the Assetbundle with animation and props, if any, into your dll project
- Create audio files and import them into your project (Optional)
- In code, add your imported .anim files to CustomEmotesAPI
For ripping animations from games, you're on your own. It largely varies from game to game.
For creating your own animations, Unsaved Trash created a boilerplate blender file
For more info, see the full blender flow
Once you are satisfied with your animation. Save your blend file (or FBX if you are cringe) somewhere into your Unity project.
For more info, see the full blender flow
This is a much more open ended step. Depending on the emote you are setting up, you might want some props to spawn around or attached to the character during an emote. At this point, you should create any and all props you need before setting up your Assetbundle.
For a small example, see the example prop page
Once you have all the assets you need, create an Assetbundle and import it into your dll project.
For more info, see the AssetBundle tutorial
If your emote is going to contain audio, you will need to import your own sound files from wherever. Make sure on all of your sound you mark Load in Background and Preload Audio Data or else users will possibly experience stuttering when first playing your emote.
Once you have your Assetbundle(s). All that's left is to import them into the game.
Please see the code documentation for all info on import parameters