Chakra3D character is a new concept of modeling and building characters for Unity that expands your perspective and your possibilities to achieve maximum realism in games, scenes or movies. Chakra3D characters are individual and independent characters in their classification and use structure. That is, each character is a basic and fundamental element in its thread of building elements, such as: body, hair, clothes, textures, etc.
Summary: once the base model has been chosen, you should use only Chakra3D Assets exclusively for the chosen character so that it works correctly. Yes, if you wish you can use any other elements and materials that you want on the chosen base character, even if they came from other characters or suppliers, but in this case it would be you who should make all the necessary adjustments and configurations so that they join to the base model.
The character of this package is already configured with the base character and is ready to be used. This means that the character has all the armour parts attached to her body with their corresponding colliders. We recommend that no changes be made on the elements used to avoid errors. You can make the necessary adjustments such as fixing colliders size, activating or deactivating elements of the armor, changing textures, color tones, etc. But do not eliminate character elements or armor, because the character will stop working.
To change the armor for another chakra3D armor in this package, the first thing you should do is: Disable (SetActive (false)) the empty object called “Armor” (if you want, you can change the name of this object), but NEVER DELETE IT. Deleting this object and its content will damage the character’s animation, which would mean that you should reload the character. Finally, having fulfilled the above, you can add the new armor or desired clothing.
As we have explained previously, putting on an armor is very simple, but there is a problem: If you execute the program you will find that the armor added to the character will not be synchronized correctly. This is due to the eye and head movement script.
To avoid this, you should do the following steps: Create a script that makes each mesh of the armor or clothing “Listen” to the bones of the character and not to the bones of the clothing. In this way the movement of the clothes or armor will be synchronized correctly with the movement of the character. You can use visual programming plugins like Bolt, PlayMaker, among others; In addition to C # scripts that you can create. This can happen in other elements such as hoods, hats, masks, turtlenecks, etc.
Chakra3D hairs contain bones that, together with the scripts that are already included in the package, simulate a natural movement. But, by default, these bones do not collide with the mesh of the character, so the model already has colliders and scripts that work together to detect these collisions. Look at the model (with the Gizmos activated in the scene) to see how they are set.
For these colliders to go into action and to move with the character, the colliders must be inside the character. It is important that these colliders contain their corresponding scripts (previously commented), and should be added to the hair that the character is currently wearing within the “array” called “Global Colliders”. These colliders can be added both manually and through a script at runtime.
Also, you can edit the values that affect the physics (gravity, resistance, stiffness, etc.) of the hair, in order to simulate the effect of being underwater, for example.
As previously mentioned, the character comes with their corresponding scripts for a realistic eye movement, causing him to look at important objects in the scene (example: the camera) or other objects that you can assign them. !How to do this!? …: For this you have to add the GameObjects of the scene to the “array” called “points of interest” of the script “C3DEyeController”. They can be added manually or through a script at runtime.
Also, you can edit the values of the blink, the time you look at an object, and even the “discomfort distance”. This can be edited from the “C3DEyeAnimator” and “C3DEyeController” scripts.
In the case that you use your own Unity animator controller, it is important that in the options of the layers of your animator, you have checked the “IK Pass” box, in this way the character will overwrite the animation to be able to move the head freely.