βš™οΈAnimate

AnythingWorld.AnythingAnimate.Animate

Declaration

public static void Animate(GameObject model, string modelName, string modelType, string authorName, string license, bool symmetrical, bool allowSystemImprovement, Action<string> onExport, Action<string, UnityWebRequest> onError)
public static void Animate(GameObject model, string modelName, string modelType, string authorName, string license, bool symmetrical, bool allowSystemImprovement, Action<string> onExport, Action<string, UnityWebRequest> onError, string additionalAssetsPath = "")

Parameters

Description

Allows you to send a model to be rigged and animated through Animate Anything directly through Unity. If the model is sent to be animated without error, an ID will be generated that can be used to poll the current progress of the model's animation process. This function is Editor only.

This function works from a direct reference to a game object. Please note that the model needs to be of a valid file type (.obj, .fbx, .dae, .gltf, or .glb). Any additional assets uploaded similarly need to be of a valid asset file type (a list of these valid file types, as well as additional constraints can be found here). The additional assets path must lead to a folder which contains the assets. Ensure that any paths used are relative paths to the Assets folder.

Example

public class MyTestScript : MonoBehaviour 
{
    public GameObject myModel;
    
    string myModelName = "My Model";
    string myModelType = "Human";
    string authorName = "Model Author";
    string myModelLicense = "MIT";
    bool myModelSymmetry = true;
    bool myModelUsedForImprovement = false;

    public void AnimateMyModel()
    {
        AnythingAnimate.Animate(
            myModel,
            myModelName,
            myModelType,
            authorName,
            myModelLicense,
            myModelSymmetry,
            myModelUsedForImprovement,
            PrintDebugWhenSuccessful,
            PrintDebugWhenFail)
    }
    // This function will be invoked if the model has successfully been sent to Animate Anything
    public void PrintDebugWhenSuccessful(string ID)
    {
        Debug.Log("Successfully sent my model to be animated!");
    }
    // This function will be invoked if an error was encountered in sending the file to Animate Anything
    public void PrintDebugWhenFail(string ID, UnityWebRequest error)
    {
        Debug.Log("Could not send my model to be animated!");
    }
}

Declaration

public static void Animate(string modelPath, string additionalAssetsPath, string modelName, string modelType, string authorName, string license, bool symmetrical, bool allowSystemImprovement, Action<string> onExport, Action<string, UnityWebRequest> onError)

Parameters

Description

Allows you to send a model to be rigged and animated through Animate Anything directly through Unity. If the model is sent to be animated without error, an ID will be generated that can be used to poll the current progress of the model's animation process.

This function uses a path to reference the model. This path needs to be a direct path to the model, including its extension type. Please note that the model needs to be of a valid file type (.obj, .fbx, .dae, .gltf, or .glb). Any additional assets uploaded similarly need to be of a valid asset file type (a list of these valid file types, as well as additional constraints can be found here). The additional assets path, unlike the model path, must lead to a folder which contains the additional assets. Ensure that the paths used are absolute paths.

Example

public class MyTestScript : MonoBehaviour 
{
    string myModelPath = "C:\Users\User\Desktop\MyModel.fbx"
    string myExtraAssetsPath = "C:\Users\User\Desktop\MyModelAssets"

    string myModelName = "My Model";
    string myModelType = "Human";
    string authorName = "Model Author";
    string myModelLicense = "MIT";
    bool myModelSymmetry = true;
    bool myModelUsedForImprovement = false;

    public void AnimateMyModel()
    {
        AnythingAnimate.Animate(
            myModelPath, 
            myExtraAssetsPath,
            myModelName,
            myModelType,
            authorName,
            myModelLicense,
            myModelSymmetry,
            myModelUsedForImprovement,
            PrintDebugWhenSuccessful,
            PrintDebugWhenFail)
    }
    // This function will be invoked if the model has successfully been sent to Animate Anything
    public void PrintDebugWhenSuccessful(string ID)
    {
        Debug.Log("Successfully sent my model to be animated!");
    }
    // This function will be invoked if an error was encountered in sending the file to Animate Anything
    public void PrintDebugWhenFail(string ID, UnityWebRequest error)
    {
        Debug.Log("Could not send my model to be animated!");
    }
}

Last updated