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AnythingWorld.Animation.FlyingAnimationController
public static void Poll(Action<ModelJson> onProcessFinished, Action<string, string> onProcessFail, Action<string, string, int> onProcessPoll, string id, int timeout)public class MyTestScript : MonoBehaviour
{
string myModelID = "416e797468696e67476f6573";
public void PollMyModel()
{
AnythingAnimate.Poll(
PrintDebugWhenSuccessful,
PrintDebugWhenFail,
PrintDebugWhenPoll,
myModelID);
}
// This function will be invoked if the model has successfully been animated by Animate Anything
public void PrintDebugWhenSuccessful(ModelJson details)
{
Debug.Log("Model successfully animated!");
}
// This function will be invoked if an error was encountered in animating the model
public void PrintDebugWhenFail(string code, string message)
{
Debug.Log("Could not animate model!");
}
// This function will be invoked whenever the model is polled for
public void PrintDebugWhenPoll(string code, string message, int seconds)
{
Debug.Log("Polling for update on my model!");
}
}public static GameObject Make(string name)public static GameObject Make(string name, params RequestParam[] parameters//Creates a cat with some parameters.
public class MakeACreature : MonoBehaviour
{
public void MakeACat()
{
AnythingMaker.Make("cat",
//Will add animation system if available
RequestParameter.IsAnimated(true),
//Sets position to zero
RequestParameter.Position(Vector3.zero),
//Adds default behaviours from preset
RequestParameter.SetDefaultBehaviour(),
//Set callbacks for successful creation.
RequestParameter.OnSuccessAction(PrintDebugWhenSuccessful),
//Set callback for failed creation.
RequestParameter.OnFailAction(PrintDebugWhenFail),
//Add another example script
RequestParameter.AddScripts(typeof(UserScriptExample)));
}
// This function will be invoked if model creationg process successful
public void PrintDebugWhenSuccessful()
{
Debug.Log("Finished making model!");
}
// This function will be invoked if the model creation process fails
public void PrintDebugWhenFail()
{
Debug.Log("Could not finish making model!");
}
}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 = "")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!");
}
}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)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!");
}
}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;
private void Start()
{
AnimateMyModel();
}
public void AnimateMyModel()
{
AnythingAnimate.Animate(
myModelPath,
myExtraAssetsPath,
myModelName,
myModelType,
authorName,
myModelLicense,
myModelSymmetry,
myModelUsedForImprovement,
PollMyModel,
PrintDebugWhenAnimateFail)
}
// This function will be invoked if the model has successfully been sent to Animate Anything
public void PollMyModel(string ID)
{
AnythingAnimate.Poll(
PrintDebugWhenPollSuccessful,
PrintDebugWhenPollFail,
PrintDebugWhenPoll,
ID);
}
// This function will be invoked if the model has successfully been animated by Animate Anything
public void PrintDebugWhenPollSuccessful(ModelJson details)
{
Debug.Log("Model successfully animated!");
AnythingMaker.Make(details);
}
// This function will be invoked if an error was encountered in animating the model
public void PrintDebugWhenPollFail(string code, string message)
{
Debug.LogError("Could not animate model!");
}
// This function will be invoked whenever the model is polled for
public void PrintDebugWhenPoll(string code, string message, int seconds)
{
Debug.Log("Polling for update on my model!");
}
// This function will be invoked if an error was encountered in sending the file to Animate Anything
public void PrintDebugWhenAnimateFail(string ID, UnityWebRequest error)
{
Debug.LogError("Could not send model to be animated!");
}
}AnythingWorld.RequestParameter.Rotation
public static RequestParameterOption OnSuccessAction(Action<CallbackInfo> action) public static RequestParameterOption PlaceOnGrid(bool value)public static RequestParameterOption Rotation(Quaternion quaternionRotation)public static RequestParameterOption Rotation(Vector3 eulerRotation)public static RequestParameterOption ScaleType(Utilities.ScaleType scaleType)public static LegacyAnimatorInEditorOption LegacyAnimatorInEditorOption(bool value)public static RequestParameterOption PlaceOnGround(bool value)public static RequestParameterOption OnFailAction(Action action)public static RequestParameterOption Rotation(int x, int y, int z)public static RequestParameterOption OnFailAction(Action<CallbackInfo> action)AnythingWorld.Animation.MovementJumpLegacyController
AnythingWorld.Animation.LegacyAnimationController
public void Idle()private static IEnumerator RequestAndReturnCommand(string input, Action<string> ReturnAction)public void BlendAnimationOnSpeed(float speed)public void JumpStart()public void JumpFall(bool fall)public void Land()public void Walk()public void CrossFadeAnimation(string animationName)public void PlayAnimation(string animationName)public void Run()public void StopAnimations()public IEnumerator Wait(float seconds, Action callback)