# UniHumanoid
Unity humanoid utility with bvh importer.
# License
* [MIT](./LICENSE.md)
# BVH runtime loader
```cs
var context = new BvhImporterContext();
context.Parse(path);
context.Load(); // create Skeleton hierarchy and mesh for visualize
GameObject root = context.Root;
```
## RuntimeLoader
* Scenes/RuntimeBvhLoader.unity
## RuntimeLoader and PoseTransfer
Load BVH and transfer pose to any model with humanoid avatar.
* Scenes/PoseTransfer.unity
![humanpose transfer target](doc/humanpose_transfer_inspector.png)
![humanpose transfer](doc/humanpose_transfer.png)
# Load bvh and create prefab with AnimationClip
Drop bvh file to Assets folder.
Then, AssetPostprocessor import bvh file.
* create a hierarchy prefab
* create a humanoid Avatar
* create a legacy mode AnimationClip
* create a skinned mesh for preview
![bvh prefab](doc/assets.png)
Instanciate prefab to scene.
![bvh gameobject](doc/mesh.png)
That object can play.
# BoneMapping
This script help create human avatar from exist GameObject hierarchy.
First, attach this script to root GameObject that has Animator.
Next, setup below.
* model position is origin
* model look at +z orientation
* model root node rotation is Quatenion.identity
* Set hips bone.
press Guess bone mapping.
If fail to guess bone mapping, you can set bones manually.
Optional, press Ensure T-Pose.
Create avatar.
![bvh bone mapping](doc/bvh_bonemapping.png)
These humanoids imported by [UniGLTF](https://github.com/ousttrue/UniGLTF) and created human avatar by BoneMapping.
![humanoid](doc/humanoid.gif)
# Download BVH files
* https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture
* http://mocapdata.com/
* http://www.thetrailerspark.com/download/Mocap/Packed/EYES-JAPAN/BVH/
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