SmartBody : Configuring Characters

SmartBody characters can perform various skills and tasks if they are configured to do so. Some capabilities require a particular skeleton topology or joint names, while others require a set of configuration data, or motion files. For example, characters can nod, shake or move their heads sideways, but require three joints in the neck and spine named spine4, spine5 and skullbase to do so. If the skeleton does not possess such named joints, a joint mapping can be applied to map one joint name to another and thus enable the default capability (see section on Using Custom Skeletons and Animations for more details.) The following is a brief list of capabilities and requirements for them to work:

 

CapabilityRequirements
Head movements: nodding, shaking, tossingSkeleton with 3 joints in spine and neck named spine4, spine5 and skullbase
GazingSkeleton with the following joints:  spine1, spine2, spine3, spine4, spine5, skullbase, face_top_parent, eyeball_left, eyeball_right
Lip syncingFace Definition that includes viseme definitions. For joint-driven faces, one motion per viseme and one neutral face motion. For shape-driven faces, only configuration of Face Definition is necessary.
Face movementsFace Definition that includes Action Unit (AU) definitions. For joint-driven faces, one motion per Action Unit and one neutral face motion. For shape-driven faces, only configuration of Face Definition is necessary.
LocomotionMotion examples of movement that match the character's skeleton.
IdlingMotion files that match the topology of the character's skeleton.
AnimationsMotion files that match the topology of the character's skeleton.
GesturesA gesture mapping and motions files that match the topology of the character's skeleton.
Text-to-speech (TTS)Either built-in Festival TTS relay, or an external relay using Festival, Microsoft Speech, or any other TTS engine.
Eye saccadesSkeleton with the following joints:  eyeball_left, eyeball_right
Grabbing, touching, reachingSkeleton topology where shoulder names are: l_sternoclavicular and r_sternoclavicular. Also, a Reach Configuration
ConstraintsNone
PhysicsSkeleton with root joint called base.
Softeyes

Skeleton with the following joints: eyeball_left, eyeball_right

BlinkingEither a Face Definition that includes a viseme called blink, or a Face Definition that includes Action Unit 45 definition. For joint-driven faces, one blink motion and one neutral face motion. For shape-driven faces, only configuration of Face Definition is necessary.
Motion blends/Parameterized animationSingle or multiple motions files that match the topology of the character's skeleton