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
publicclassMyTestScript:MonoBehaviour{publicGameObject myModel;string myModelName ="My Model";string myModelType ="Human";string authorName ="Model Author";string myModelLicense ="MIT";bool myModelSymmetry =true;bool myModelUsedForImprovement =false;publicvoidAnimateMyModel() {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 AnythingpublicvoidPrintDebugWhenSuccessful(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 AnythingpublicvoidPrintDebugWhenFail(string ID,UnityWebRequest error) {Debug.Log("Could not send my model to be animated!"); }}
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
publicclassMyTestScript: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;publicvoidAnimateMyModel() {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 AnythingpublicvoidPrintDebugWhenSuccessful(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 AnythingpublicvoidPrintDebugWhenFail(string ID,UnityWebRequest error) {Debug.Log("Could not send my model to be animated!"); }}
Reference to the model that should be rigged through Animate Anything.
modelName
The name of the model when accessed through My World.
modelType
The type of the model, as used when determining what skeleton to rig the model as (see the FAQ for more details on what types are currently supported).
authorName
The name of the original author of the model.
license
The license attributed to the model.
symmetrical
Flag for determining if the model is symmetrical or not.
allowSystemImprovement
Flag asking if the user allows Anything World to use the model for internal improvements.
onExport
Function asking the user what to do once the model has been sent to be processed. String parameter outputs the ID of the model.
onError
Function to be executed if an error occurs in sending the model to be processed. String parameter outputs the ID of the model if one has been supplied, UnityWebRequest parameter contains the request details such as error codes and messages.
(additionalAssetsPath)
Path to a folder containing any additional assets separate from the original model. If no additional assets are necessary, this can be left empty.
modelPath
Path to the model that should be rigged through Animate Anything.
additionalAssetsPath
Path to a folder containing any additional assets separate from the original model. If no additional assets are necessary, this can be left empty.
modelName
The name of the model when accessed through My World.
modelType
The type of the model, as used when determining what skeleton to rig the model as (see the FAQ for more details on what types are currently supported).
authorName
The name of the original author of the model.
license
The license attributed to the model.
symmetrical
Flag for determining if the model is symmetrical or not.
allowSystemImprovement
Flag asking if the user allows Anything World to use the model for internal improvements.
onExport
Function asking the user what to do once the model has been sent to be processed. String parameter outputs the ID of the model.
onError
Function to be executed if an error occurs in sending the model to be processed. String parameter outputs the ID of the model if one has been supplied, UnityWebRequest parameter contains the request details such as error codes and messages.