ParaAvatarRoot

Description

Para Avatar Root is the only component that specifies your Avatar in the SDK. Any Avatars must be configured and uploaded according to this component.

Properties

ParaAvatarRoot.AnimatorComCharacter's Animator component.
LeftHandPosition on the character's left hand where an item is holded. The default value is the palm of the left hand.
RightHandPosition on the character's right hand where an item is holded. The default value is the palm of the right hand.
LeftHandFollowTransform when the character's left hand is controlled by the joystick.
RightHandFollowTransform when the character's right hand is controlled by the joystick.
EnableBlinkSpecifies whether to enable blinking for the character.
BaseCharacter's Base Layer Animator Controller, which is used to control animation effects of the character's movements, including standing, crouching, and jumping.
AdditiveCharacter's Additive Layer Animator Controller, which is used to add additional playback animations on top of the base layer, such as breathing and swinging hands.
ActionCharacter's Action Layer Animator Controller, which is used to play some custom human bone animations.
PostureCharacter's Posture Layer Animator Controller, which is used to animate the character when it is doing some special behaviors, such as sitting down.
SystemCharacter's System Layer Animator Controller, which is used to play animations through the PlayerAnimation method.
GestureCharacter's Gesture Layer Animator Controller, which is used to control the animation effects of the character's hand movements, such as raising the hand when picking up an object.
FXCharacter's FX Layer Animator Controller, which is used to define any non-human bone animations. The FX layer is fully used for customization.
TPosA special Animator Controller, which is used to set the T-Pose of the avatar and assist in calculating the avatar's viewpoint as well as the position and orientation of its palm.
IKPosA special Animator Controller, which is used to set the IK-Pose of the avatar and determine the major bending settings of joints. Moreover, reserved special postures will be used in VR equipment later on.
CameraFollowTransform from the viewpoint of the character.