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ReleaseMMU
The ReleaseMMU is a basic MMU that models the transfer from a specific posture (e.g. after reaching) to the underlying neutral posture (idle).
Property | Values |
---|---|
Name | ReleaseMMU |
ID | daimler.com:ReleaseMMU/1.0 |
VendorDomain | daimler.com |
Vendor | Daimler Buses |
Author | Felix Gaisbauer |
Short description | MMU models walking behavior based on an animation tree inside Unity. |
Long description | MMU models walking behavior based on an animation tree inside Unity using the Mecanim animation system. |
Programming Language | C# |
Development Tools | Visual Studio 2017 |
Service dependencies | IKService |
MMU dependencies (Motion types) | - |
File dependencies | ReleaseMMU.dll |
Application dependencies | requires .Net 4.5 or newer |
Additional Libraries | - |
MotionType | Object/Release |
Events | start,end |
Basic MMU | yes |
License | MIT |
In the following an overview of the functionalities and parameters of the ReleaseMMU are provided.
Name | Type | Required | Description |
---|---|---|---|
Hand | MGeometryConstraint(ID) | yes | The hand of the release motion. |
Velocity | float | no | The max velocity of the release motion. |
Trajectory | MPathConstraint(ID) | no | An optional trajectory that defines the hand path of the release motion, |
AngularVelocity | float | no | The max angular velocity of the release motion. |
EndBlendDuration | float | no | The duration of the blending that is performed after the ik reached the goal (smooth transition). |
UseBlending | bool | no | Specifies whether motion blending is used for modeling the release motion (by default false). |
The ReleaseMMU requires the Hand parameter to be set. This parameter describes which hand should be released. Moreover, the MMU provides several optional parameters.
The ReleaseMMU does not require explicit scene parameters.
MInstruction releaseRight = new MInstruction(MInstructionFactory.GenerateID(), "release object", "Object/Release")
{
Properties = PropertiesCreator.Create( "Hand", "Right", CoSimTopic.OnStart, carryID + ":" + CoSimAction.EndInstruction),
};
MInstruction releaseLeft = new MInstruction(MInstructionFactory.GenerateID(), "release object", "Object/Release")
{
Properties = PropertiesCreator.Create("Hand", "Left", CoSimTopic.OnStart, carryID + ":" + CoSimAction.EndInstruction),
};
The ReleaseMMU transfers the avatar from a specific posture (e.g. after reaching a particular object) to a neutral posture defined by the current state (e.g. previous MMU). For establishing the new posture, either motion blending or inverse kinematics in conjunction with local motion planning is used.
Provided as basic MMU with MIT license.
- What is the MOSIM Framework?
- Components of the Framework
- Repository Structure
- RPCs with Apache Thrift
- Setting up the MMI-Environment
- MMU Development
- Target Engine Integration
- Integration in Unity
- Integration in UE4
- Integration in 3rd Party Engines
- Service Development
-
Intermediate Skeleton & Retargeting
- Concept of the Intermediate Skeleton
- Retargeting Service and Configurator
- Retargeting in Unity
- Retargeting in UE4
- Constraints