UMotion for Arms/Hands - special use case
Hello,
I’m a Unity developer at Centre for Bionics and Pain Research (Sweden).
We have a system where we (trough Machine Learning) detect actual arm/hand-movements of a user, and then use Unity to mimic these movements with a 3D arm.
Currently, we have developed this system with advanced scripting. Now, we seek to migrate to a system where we have each possible movement (Open Hand, Close Hand, Flex Hand, Extend Hand, Flex Elbow, Extend Elbow etc.) defined as Animation Clips.
Our problem is that the user shall be able to interpolate between these positions freely, with all possible positions of an actual arm/hand. For example:
- The user closes the hand 30%
- The user flex the hand 50%
- The user extends the elbow 20%
- The user close the hand fully (100%)
- The user flex the elbow 40 %
Would it be possible to use UMotion for such a use case?
I believe we require a system where one can start and stop playing an animation clip at any given keyframe, as well as interpolating between clips.
Best regards,
Niklas Möller
Research Engineer
Center for Bionics and Pain Research
Sahlgrenska Universitetssjukhuset
R-huset, plan 7, Länsmansgatan 28, 431 80 Mölndal
Answer
Hi,
thank you very much for your support request.
Would it be possible to use UMotion for such a use case?
UMotion can be used to create the animation clips like the close hand animation, flex hand animation, etc. The result would be *.anim files (or *.fbx files) containing the animation.
For your animation playback system, just use regular Unity scripting to do the mixing of your animation clips: https://docs.unity3d.com/ScriptReference/AnimationClip.SampleAnimation.html
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Customer support service by UserEcho
Hi,
thank you very much for your support request.
UMotion can be used to create the animation clips like the close hand animation, flex hand animation, etc. The result would be *.anim files (or *.fbx files) containing the animation.
For your animation playback system, just use regular Unity scripting to do the mixing of your animation clips: https://docs.unity3d.com/ScriptReference/AnimationClip.SampleAnimation.html
Please let me know in case you have any follow-up questions.
Best regards,
Peter