Configuring from scratch

The steps are as the following

Configure the Bones

Drag an SMPL-X model into the scene. Attach a Human Articulation Attr attribute to the human body. Configure Skin and root object with the corresponding objects on the avatar, and then click Refresh Articulation Bone Data.

Attach HumanArticulationAttr to the human body

Attach HumanArticulationAttr to the human body

Click on the human to unfold the tree and get the element for skin and root

Click on the human to unfold the tree and get the element for skin and root

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Set up joint properties

We consider each human joint as an articulated joint. Setting up a human joint follows the same steps as setting up an articulated joint in Unity.

You can check https://docs.unity3d.com/2023.2/Documentation/Manual/class-ArticulationBody.html for more details.

Setup Flesh

See Obi Physics for Unity - Rope Setup.

Configure with existing config file

You can use existing configuration files to set up human joint properties.

To load an existing configuration file, click the SaveArticulationBoneData in HumanArticulationAttr script. It will by default save the configuration to Assets/StreamingAssets/HumanArticulationBoneData.json .

You can rename it with other names to avoid being overwritten.