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This project will be maintained on the new repository at: https://github.com/yallah-team/YALLAH.
The new Wiki address is: https://github.com/yallah-team/YALLAH/wiki.
This repository will not be updated further.
(June 26th, 2019)
This is the first and Main chapter of the Instruction Manual for project YALLAH.
YALLAH stands for Yet Another Low-Level Agent Handler.
Main Open Source repository: https://github.com/fnunnari/YALLAH.
The goal of YALLAH is to allow 3D content creators to generate, customize, dress, and deploy a virtual human in a Game Engine in few hours of work.
We aim at providing a common framework and API for the creation of multi-functional virtual humans that can be used in different application domains: video games, embodied conversational agents, virtual assistants, front-end for chat-bot systems, and the like.
The following people can take advantage of project YALLAH:
- 3D Authors (Blender/Unity artists) can create a custom virtual character and have it ready in a game engine like Unity in less than an hour of work. Only a minimal knowledge of Blender and Unity is required;
- 3D Software Developers (Unity scripters) can insert a new character in a virtual environment and control it with a high-level API (e.g., LookAt, SpeakText, PlayAnimation, SetFacialExpression, ...);
- Developers and Researchers can use YALLAH as starting point to develop new motion controllers for Virtual Humans.
Please, see the main project README file.
The manual is divided in several sections:
- for 3D Authors, Artists:
- The Character Creation Manual explains how to create a new Character in Blender.
- The Unity Deploy Manual explains how to transfer a character in Unity.
- for 3D Developers:
- The Unity API Manual is the reference for C# developers who want to script the real-time behavior of YALLAH characters in Unity.
- for 3D Researchers, YALLAH programmers:
- The Contributor Manual is for developers and researchers who want to contribute to the YALLAH project. This manual gives the guidelines to develop new motion controllers.
- For the creation of virtual characters, YALLAH relies on Blender and the Manuel Bastioni Laboratory free add-on.
- A set of additional scripts customize the character to make it ready for use in a real-time engine like Unity.
- The generated character can be used in the Unity Engine. In this configuration the character can be integrated as Asset in any Unity project and deployed on most desktop, mobile, and web platforms.
- Features, like eye-blinking, eye gaze, animated Text-to-speech (and others), can be enabled or disabled according to the needs (application domain, performance, ...)
- A set of dedicated scripts allow to build a Unity project for WebGL and use the high-level API (LookAt, SpeakText, ...) directly from the web pages via JavaScript code.
- If a developer wants to implement new motion controllers (e.g., locomotion), a set of guidelines and design patterns allow him/her to inject the new feature into the system without breaking the compatibility with existing ones.