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「Unity/VRM」の版間の差分

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笑顔に変更
 
笑顔に変更
 
<pre>
 
<pre>
 +
using UnityEngine;
 +
using UniGLTF;
 +
using VRM;
 +
using VRMShaders;
 
VRMBlendShapeProxy proxy = vrmObj.GetComponent<VRMBlendShapeProxy>();
 
VRMBlendShapeProxy proxy = vrmObj.GetComponent<VRMBlendShapeProxy>();
 
proxy.SetValues(new Dictionary<BlendShapeKey, float>
 
proxy.SetValues(new Dictionary<BlendShapeKey, float>
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});
 
});
 
</pre>
 
</pre>
 +
 +
参考:https://vrm-c.github.io/UniVRM/ja/api/0_58_blendshape.html
 +
 +
* SetValuesは、推奨
 +
* ImmediatelySetValueは、非推奨っぽい。
 +
 
===表情を徐々に変更===
 
===表情を徐々に変更===
 
<pre>
 
<pre>

2022年12月18日 (日) 06:03時点における最新版

UnityでVRMを動かす方法

参考:https://konichallengelog.com/unity_vrm_lipsync/

人形素材をDLとインストール

  1. https://3d.nicovideo.jp/works/td32797 からDL
  2. DLしたdirを、UnityのAssets以下にドラッグ
  3. VRM内の青色アイコンのPrefabを、ヒエラルキーにドラッグして、表示されればOK

UniVRMのインストール

Package/manifest.jsonのdependencies以下に、com.vrmc〜の4行追加

  "dependencies": {
    "com.vrmc.vrmshaders": "https://github.com/vrm-c/UniVRM.git?path=/Assets/VRMShaders#v0.107.0",
    "com.vrmc.gltf": "https://github.com/vrm-c/UniVRM.git?path=/Assets/UniGLTF#v0.107.0",
    "com.vrmc.univrm": "https://github.com/vrm-c/UniVRM.git?path=/Assets/VRM#v0.107.0",
    "com.vrmc.vrm": "https://github.com/vrm-c/UniVRM.git?path=/Assets/VRM10#v0.107.0",

Unityプロジェクトを開いて、Packagesの下に、VRMが、あれば成功。

モデルを動的に読み込む場合

pathは適当。読み込み時間は7秒ぐらいかかる。

using UnityEngine;
using UniGLTF;
using VRM;
using VRMShaders;

public class SampleScene : MonoBehaviour
{
    async void Start()
    {
        string path = Application.streamingAssetsPath + "/../Alicia_VRM/Alicia/VRM/AliciaSolid.vrm";
        Debug.Log(path);
        RuntimeGltfInstance instance = await VrmUtility.LoadAsync(path, new RuntimeOnlyAwaitCaller());
        instance.ShowMeshes();
    }
}

参考:https://zenn.dev/nishi/articles/c44fc709a7d575

表情変更

笑顔に変更

using UnityEngine;
using UniGLTF;
using VRM;
using VRMShaders;
VRMBlendShapeProxy proxy = vrmObj.GetComponent<VRMBlendShapeProxy>();
proxy.SetValues(new Dictionary<BlendShapeKey, float>
{
    {BlendShapeKey.CreateFromPreset(BlendShapePreset.Joy), 1.0f},
});

参考:https://vrm-c.github.io/UniVRM/ja/api/0_58_blendshape.html

  • SetValuesは、推奨
  • ImmediatelySetValueは、非推奨っぽい。

表情を徐々に変更

using UnityEngine;
using UniGLTF;
using VRM;
using VRMShaders;
public class SampleScene : MonoBehaviour
{
    [SerializeField] GameObject vrmObj;
    void Start()
    {
        VrmStart();
    }
    void VrmStart()
    {
        float sec = 0;
        StartCoroutine(DelayVRMBlend(sec, BlendShapePreset.Angry));
        sec += 0.5f;
        StartCoroutine(DelayVRMBlend(sec, BlendShapePreset.A));
        sec += 0.5f;
        StartCoroutine(DelayVRMBlend(sec, BlendShapePreset.I));
        sec += 0.5f;
        StartCoroutine(DelayVRMBlend(sec, BlendShapePreset.U));
        sec += 0.5f;
        StartCoroutine(DelayVRMBlend(sec, BlendShapePreset.E));
        sec += 0.5f;
        StartCoroutine(DelayVRMBlend(sec, BlendShapePreset.O));
        sec += 1f;
        StartCoroutine(DelayVRMBlend(sec, BlendShapePreset.Fun));
        sec += 1f;
        StartCoroutine(DelayVRMBlend(sec, BlendShapePreset.Joy));
    }
    VRMBlendShapeProxy proxy;
    IEnumerator DelayVRMBlend(float delay, BlendShapePreset preset)
    {
        yield return new WaitForSeconds(delay);
        if (proxy == null)
        {
            proxy = vrmObj.GetComponent<VRMBlendShapeProxy>();
        }
        ResetBlendShape();
        proxy.SetValues(new Dictionary<BlendShapeKey, float>
        {
            {BlendShapeKey.CreateFromPreset(preset), 1.0f},
        });
    }
    // 初期化
    void ResetBlendShape()
    {
        if (proxy != null)
        {
            proxy.SetValues(new Dictionary<BlendShapeKey, float>
            {
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.Neutral), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.A), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.I), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.U), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.E), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.O), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.Blink), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.Joy), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.Angry), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.Sorrow), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.Fun), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.LookUp), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.LookDown), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.LookLeft), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.LookRight), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.Blink_L), 0f},
                { BlendShapeKey.CreateFromPreset(BlendShapePreset.Blink_R), 0f},
            });
        }
    }
}