How to stop Cubism Harmonic Motion Controller
Hello, so I'm using the Cubism Harmonic Motion Controller right now for my charater in unity. It is responsible for my character's idle animations(head moving left and right and breathing).
My problem is, I have other animations for head movement as well such as turn right, look up, etc. If I trigger the head animation, for example, If I made my character turn their head up, it will work alongside the idle animation. So my character will turn their head up while their head is moving left and right. Which is not my intended behavior.
I tried changing the blending modes of both the Cubism Harmonic Motion Controller and the animator layer responsible for the head, but nothing works. Is there any way to temporarily stop the Cubism Harmonic Motion Controller from working? Or maybe there's a better approach to handle my problem? Right now i'm thinking of making different channels in the motion controller for the breathing and head idle animation, then disabling the specific channel when needed. But I'm not sure if this method is possible or not.
Thank you.
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If you want to disable a feature of CubismHarmonicMotionController, uncheck the component of the feature in question from Inspector.
However, simply unchecking the checkbox will result in a sudden change in value.
How about multiplying the value applied by Harmonic Motion by Weight and smoothly switching the influence of CubismHarmonicMotionController by manipulating the value of Weight between 0.0f and 1.0f?
Below is a snippet with Weight added to CubismHarmonicMotionController: Best regards.
I can simply modify the Channel Timescales of the Cubism Harmonic Motion Controller like this:
//assign value in inspector
public CubismHarmonicMotionController cubismHarmonicMotionController;
//index 0 contains Angle X and Angle Z
cubismHarmonicMotionController.ChannelTimescales[0] = 0f;
My Harmonic Motion Controller has three parameters(Angle X, Angle Z, Breath) and if I separate the breath parameter in a different channel it wouldn't be affected.
Thank you again and I hope this helps others in the future.