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Update home
authored
Nov 17, 2023
by
Jonathan Ehret
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@@ -10,16 +10,16 @@ Besides the character's appearance, it's behavior needs to be defined. To see wh
The
**planned components**
to allow for navigation and face to face interactions are:
-
[
] [Locomotion
](
Components/Locomotion
)
-
[
x] [Facial Expressions
](
Facial-Expressions
)
-
[
x] [Facial Expressions
](
Components/
Facial-Expressions
)
-
[
x] [Gaze
](
Components/Gaze
)
(
incl.
Blinking)
-
[
x] [Face Animation
](
Components/FaceAnimation
)
(
including
Oculus LipSync)
-
[ ] Speech-Interface
-
[
x] [Virtual Acoustics
](
https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/unreal-va-plugin
)
-
[
] [Animation
](
Import-Data
)
(
including
a set of basic standard animations)
-
[
x] [Pointing etc.
](
https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/plugins/character-plugin/-/wiki
s/Manual-Interaction
)
(
Grabbing,
Pointing etc.)
-
[
] Body Avatar with limited HW for motion mirroring
(will become a separate
plugin)
-
[ ] Breathing?
-
[
] [Logging
](
Components/
Logging
)
-
[
x] [Pointing etc.
](
Component
s/Manual-Interaction
)
(
Grabbing,
Pointing etc.)
-
[
x
]
[
Body Avatar with limited HW for motion mirroring
](
https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/plugins/avatar-
plugin
)
-
[ ]
~~
Breathing?
~~
-
[
] [Logging
](
Logging
)
-
[ ] ...
A test project demonstrating the current features can be found
[
here
](
https://devhub.vr.rwth-aachen.de/VR-Group/unreal-character-test
)
.
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