<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bubo0996</id>
	<title>Medien Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bubo0996"/>
	<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/Special:Contributions/Bubo0996"/>
	<updated>2026-04-16T02:14:41Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.6</generator>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84816</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84816"/>
		<updated>2016-07-04T17:22:40Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Modifying the OSC Script in Unity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified [[Media:OSC_Reciever.zip | OSC_Reciever Script]] and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;br /&gt;
[[File:add_scripts.png|thumb|320px||left|Adding Scripts to Object]]&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Script Setup]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Bone Overview The Captury==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch to The Captury and go into Playback Mode. Select your Recording.&amp;lt;br&amp;gt;&lt;br /&gt;
On the right Panel you can see the &amp;quot;Skeleton Types&amp;quot; tab. Click on it and a whole list will appear which every single bone.&amp;lt;br&amp;gt; &lt;br /&gt;
The bone names we need are the ones with the white background. These are the bones which we need to set up in our OSC_Reciever script.&lt;br /&gt;
[[File:playback_mode.png|thumb|400px||left|Playback Mode]]&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Modifying the OSC Script in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since these steps are going to be repetitive I will show you how to set up two bones for the OSC Messages between Unity and The Captury.&amp;lt;br&amp;gt;&lt;br /&gt;
Open the OSC_Reciever script in Unity by default with &amp;quot;Viusal Studio&amp;quot; or &amp;quot;Monodevelop&amp;quot;. Go to line &amp;quot;60&amp;quot; and &amp;quot;63&amp;quot; and change the &amp;quot;yourname&amp;quot; according to your recording.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Root/vector 50.0 0.0 20.0&amp;quot;); &lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Head/vector 50.0 0.0 20.0&amp;quot;);&lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
Also change it in line &amp;quot;101&amp;quot; adn &amp;quot;107&amp;quot;.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
    switch (msgAddress){&lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
        case &amp;quot;/yourname/blender/Root/vector&amp;quot;:&lt;br /&gt;
            hips_x = values[0];&lt;br /&gt;
            hips_y = values[1];&lt;br /&gt;
            hips_z = values[2];&lt;br /&gt;
            break;&lt;br /&gt;
&lt;br /&gt;
        case &amp;quot;/yourname/blender/Head/vector&amp;quot;:&lt;br /&gt;
            head_x = values[0];&lt;br /&gt;
            head_y = values[1];&lt;br /&gt;
            head_z = values[2];&lt;br /&gt;
            break;&lt;br /&gt;
&lt;br /&gt;
        default:&lt;br /&gt;
            //&lt;br /&gt;
            break;&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039;: You can also change the Bone types coming from The Captury. E.g you don&#039;t want to animate the &amp;quot;Head&amp;quot; bone, change it to which ever bone you like. Save your Script.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now go back to Unity. In the Editor on the right. Once the OSC_Script is selected, type in the bones from your Model not the ones from The Captury.&lt;br /&gt;
You can see them in the Hierarchy.&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Modifying the Script]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Run Everything==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be sure everything is set up correctly (Message string / Bonenames / Modelbones / Ports / Remote IP) before you run The Captury and Unity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Run The Captury in &amp;quot;Playback Mode&amp;quot; looping. Run Unity. Your Character shall move now.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thank you!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84815</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84815"/>
		<updated>2016-07-04T17:19:43Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Modifying the OSC Script in Unity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified [[Media:OSC_Reciever.zip | OSC_Reciever Script]] and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;br /&gt;
[[File:add_scripts.png|thumb|320px||left|Adding Scripts to Object]]&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Script Setup]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Bone Overview The Captury==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch to The Captury and go into Playback Mode. Select your Recording.&amp;lt;br&amp;gt;&lt;br /&gt;
On the right Panel you can see the &amp;quot;Skeleton Types&amp;quot; tab. Click on it and a whole list will appear which every single bone.&amp;lt;br&amp;gt; &lt;br /&gt;
The bone names we need are the ones with the white background. These are the bones which we need to set up in our OSC_Reciever script.&lt;br /&gt;
[[File:playback_mode.png|thumb|400px||left|Playback Mode]]&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Modifying the OSC Script in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since these steps are going to be repetitive I will show you how to set up two bones for the OSC Messages between Unity and The Captury.&amp;lt;br&amp;gt;&lt;br /&gt;
Open the OSC_Reciever script in Unity by default with &amp;quot;Viusal Studio&amp;quot; or &amp;quot;Monodevelop&amp;quot;. Go to line &amp;quot;60&amp;quot; and &amp;quot;63&amp;quot; and change the &amp;quot;yourname&amp;quot; according to your recording.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Root/vector 50.0 0.0 20.0&amp;quot;); &lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Head/vector 50.0 0.0 20.0&amp;quot;);&lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
Also change it in line &amp;quot;101&amp;quot; adn &amp;quot;107&amp;quot;.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
    switch (msgAddress){&lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
        case &amp;quot;/yourname/blender/Root/vector&amp;quot;:&lt;br /&gt;
            hips_x = values[0];&lt;br /&gt;
            hips_y = values[1];&lt;br /&gt;
            hips_z = values[2];&lt;br /&gt;
            break;&lt;br /&gt;
&lt;br /&gt;
        case &amp;quot;/yourname/blender/Head/vector&amp;quot;:&lt;br /&gt;
            head_x = values[0];&lt;br /&gt;
            head_y = values[1];&lt;br /&gt;
            head_z = values[2];&lt;br /&gt;
            break;&lt;br /&gt;
&lt;br /&gt;
        default:&lt;br /&gt;
            //&lt;br /&gt;
            break;&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039;: You can also change the Bone types coming from The Captury. E.g you don&#039;t want to animate the &amp;quot;Head&amp;quot; bone, change it to which ever bone you like. Save your Script.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now go back to Unity. In the Editor on the right. Once the OSC_Script is selected, type in the bones from your Model not the ones from The Captury.&lt;br /&gt;
You can see them in the Hierarchy.&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Modifying the Script]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84814</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84814"/>
		<updated>2016-07-04T17:19:31Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Modifying the OSC Script in Unity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified [[Media:OSC_Reciever.zip | OSC_Reciever Script]] and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;br /&gt;
[[File:add_scripts.png|thumb|320px||left|Adding Scripts to Object]]&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Script Setup]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Bone Overview The Captury==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch to The Captury and go into Playback Mode. Select your Recording.&amp;lt;br&amp;gt;&lt;br /&gt;
On the right Panel you can see the &amp;quot;Skeleton Types&amp;quot; tab. Click on it and a whole list will appear which every single bone.&amp;lt;br&amp;gt; &lt;br /&gt;
The bone names we need are the ones with the white background. These are the bones which we need to set up in our OSC_Reciever script.&lt;br /&gt;
[[File:playback_mode.png|thumb|400px||left|Playback Mode]]&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Modifying the OSC Script in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since these steps are going to be repetitive I will show you how to set up two bones for the OSC Messages between Unity and The Captury.&amp;lt;br&amp;gt;&lt;br /&gt;
Open the OSC_Reciever script in Unity by default with &amp;quot;Viusal Studio&amp;quot; or &amp;quot;Monodevelop&amp;quot;. Go to line &amp;quot;60&amp;quot; and &amp;quot;63&amp;quot; and change the &amp;quot;yourname&amp;quot; according to your recording.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Root/vector 50.0 0.0 20.0&amp;quot;); &lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Head/vector 50.0 0.0 20.0&amp;quot;);&lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
Also change it in line &amp;quot;101&amp;quot; adn &amp;quot;107&amp;quot;.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
    switch (msgAddress){&lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
        case &amp;quot;/yourname/blender/Root/vector&amp;quot;:&lt;br /&gt;
            hips_x = values[0];&lt;br /&gt;
            hips_y = values[1];&lt;br /&gt;
            hips_z = values[2];&lt;br /&gt;
            break;&lt;br /&gt;
&lt;br /&gt;
        case &amp;quot;/yourname/blender/Head/vector&amp;quot;:&lt;br /&gt;
            head_x = values[0];&lt;br /&gt;
            head_y = values[1];&lt;br /&gt;
            head_z = values[2];&lt;br /&gt;
            break;&lt;br /&gt;
&lt;br /&gt;
        default:&lt;br /&gt;
            //&lt;br /&gt;
            break;&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039;: You can also change the Bone types coming from The Captury. E.g you don&#039;t want to animate the &amp;quot;Head&amp;quot; bone, change it to which ever bone you like. Save your Script.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now go back to Unity. In the Editor on the right. Once the OSC_Script is selected, type in the bones from your Model not the ones from The Captury.&lt;br /&gt;
You can see them in the Hierarchy.&lt;br /&gt;
[[File:osc_setup.png|thumb|400px||left|Modifying the Script]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84813</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84813"/>
		<updated>2016-07-04T17:18:49Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Modifying the OSC Script in Unity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified [[Media:OSC_Reciever.zip | OSC_Reciever Script]] and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;br /&gt;
[[File:add_scripts.png|thumb|320px||left|Adding Scripts to Object]]&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Script Setup]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Bone Overview The Captury==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch to The Captury and go into Playback Mode. Select your Recording.&amp;lt;br&amp;gt;&lt;br /&gt;
On the right Panel you can see the &amp;quot;Skeleton Types&amp;quot; tab. Click on it and a whole list will appear which every single bone.&amp;lt;br&amp;gt; &lt;br /&gt;
The bone names we need are the ones with the white background. These are the bones which we need to set up in our OSC_Reciever script.&lt;br /&gt;
[[File:playback_mode.png|thumb|400px||left|Playback Mode]]&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Modifying the OSC Script in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since these steps are going to be repetitive I will show you how to set up two bones for the OSC Messages between Unity and The Captury.&amp;lt;br&amp;gt;&lt;br /&gt;
Open the OSC_Reciever script in Unity by default with &amp;quot;Viusal Studio&amp;quot; or &amp;quot;Monodevelop&amp;quot;. Go to line &amp;quot;60&amp;quot; and &amp;quot;63&amp;quot; and change the &amp;quot;yourname&amp;quot; according to your recording.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Root/vector 50.0 0.0 20.0&amp;quot;); &lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Head/vector 50.0 0.0 20.0&amp;quot;);&lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
Also change it in line &amp;quot;101&amp;quot; adn &amp;quot;107&amp;quot;.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
    switch (msgAddress){&lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
        case &amp;quot;/yourname/blender/Root/vector&amp;quot;:&lt;br /&gt;
            hips_x = values[0];&lt;br /&gt;
            hips_y = values[1];&lt;br /&gt;
            hips_z = values[2];&lt;br /&gt;
            break;&lt;br /&gt;
&lt;br /&gt;
        case &amp;quot;/yourname/blender/Head/vector&amp;quot;:&lt;br /&gt;
            head_x = values[0];&lt;br /&gt;
            head_y = values[1];&lt;br /&gt;
            head_z = values[2];&lt;br /&gt;
            break;&lt;br /&gt;
&lt;br /&gt;
        default:&lt;br /&gt;
            //&lt;br /&gt;
            break;&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039;: You can also change the Bone types coming from The Captury. E.g you don&#039;t want to animate the &amp;quot;Head&amp;quot; bone, change it to which ever bone you like. Save your Script.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now go back to Unity. In the Editor on the right. Once the OSC_Script is selected, type in the bones from your Model not the ones from The Captury.&lt;br /&gt;
You can see them in the Hierarchy.&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84812</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84812"/>
		<updated>2016-07-04T17:18:13Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Modifying OSC Script in Unity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified [[Media:OSC_Reciever.zip | OSC_Reciever Script]] and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;br /&gt;
[[File:add_scripts.png|thumb|320px||left|Adding Scripts to Object]]&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Script Setup]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Bone Overview The Captury==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch to The Captury and go into Playback Mode. Select your Recording.&amp;lt;br&amp;gt;&lt;br /&gt;
On the right Panel you can see the &amp;quot;Skeleton Types&amp;quot; tab. Click on it and a whole list will appear which every single bone.&amp;lt;br&amp;gt; &lt;br /&gt;
The bone names we need are the ones with the white background. These are the bones which we need to set up in our OSC_Reciever script.&lt;br /&gt;
[[File:playback_mode.png|thumb|400px||left|Playback Mode]]&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Modifying the OSC Script in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since these steps are going to be repetitive I will show you how to set up two bones for the OSC Messages between Unity and The Captury.&amp;lt;br&amp;gt;&lt;br /&gt;
Open the OSC_Reciever script in Unity by default with &amp;quot;Viusal Studio&amp;quot; or &amp;quot;Monodevelop&amp;quot;. Go to line &amp;quot;60&amp;quot; and &amp;quot;63&amp;quot; and change the &amp;quot;yourname&amp;quot; according to your recording.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Root/vector 50.0 0.0 20.0&amp;quot;); &lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Head/vector 50.0 0.0 20.0&amp;quot;);&lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
Also change it in line &amp;quot;101&amp;quot; adn &amp;quot;107&amp;quot;.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
    switch (msgAddress){&lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
        case &amp;quot;/yourname/blender/Root/vector&amp;quot;:&lt;br /&gt;
            hips_x = values[0];&lt;br /&gt;
            hips_y = values[1];&lt;br /&gt;
            hips_z = values[2];&lt;br /&gt;
            break;&lt;br /&gt;
&lt;br /&gt;
        case &amp;quot;/yourname/blender/Head/vector&amp;quot;:&lt;br /&gt;
            head_x = values[0];&lt;br /&gt;
            head_y = values[1];&lt;br /&gt;
            head_z = values[2];&lt;br /&gt;
            break;&lt;br /&gt;
&lt;br /&gt;
        default:&lt;br /&gt;
            //&lt;br /&gt;
            break;&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039;: You can also change the Bone types coming from The Captury. E.g you don&#039;t want to animate the &amp;quot;Head&amp;quot; bone, change it to which ever bone you like. Save your Script.&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84811</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84811"/>
		<updated>2016-07-04T17:17:29Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Modifying OSC Script in Unity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified [[Media:OSC_Reciever.zip | OSC_Reciever Script]] and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;br /&gt;
[[File:add_scripts.png|thumb|320px||left|Adding Scripts to Object]]&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Script Setup]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Bone Overview The Captury==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch to The Captury and go into Playback Mode. Select your Recording.&amp;lt;br&amp;gt;&lt;br /&gt;
On the right Panel you can see the &amp;quot;Skeleton Types&amp;quot; tab. Click on it and a whole list will appear which every single bone.&amp;lt;br&amp;gt; &lt;br /&gt;
The bone names we need are the ones with the white background. These are the bones which we need to set up in our OSC_Reciever script.&lt;br /&gt;
[[File:playback_mode.png|thumb|400px||left|Playback Mode]]&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Modifying OSC Script in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since these steps are going to be repetitive I will show you how to set up two bones for the OSC Messages between Unity and The Captury.&amp;lt;br&amp;gt;&lt;br /&gt;
Open the OSC_Reciever script in Unity by default with &amp;quot;Viusal Studio&amp;quot; or &amp;quot;Monodevelop&amp;quot;. Go to line &amp;quot;60&amp;quot; and &amp;quot;63&amp;quot; and change the &amp;quot;yourname&amp;quot; according to your recording.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Root/vector 50.0 0.0 20.0&amp;quot;); &lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Head/vector 50.0 0.0 20.0&amp;quot;);&lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
Also change it in line &amp;quot;101&amp;quot; adn &amp;quot;107&amp;quot;.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
    switch (msgAddress){&lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
        case &amp;quot;/yourname/blender/Root/vector&amp;quot;:&lt;br /&gt;
            hips_x = values[0];&lt;br /&gt;
            hips_y = values[1];&lt;br /&gt;
            hips_z = values[2];&lt;br /&gt;
            break;&lt;br /&gt;
&lt;br /&gt;
        case &amp;quot;/yourname/blender/Head/vector&amp;quot;:&lt;br /&gt;
            head_x = values[0];&lt;br /&gt;
            head_y = values[1];&lt;br /&gt;
            head_z = values[2];&lt;br /&gt;
            break;&lt;br /&gt;
&lt;br /&gt;
        default:&lt;br /&gt;
            //&lt;br /&gt;
            break;&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039;: You can also change the Bone types coming from The Captury. E.g you don&#039;t want to animate the &amp;quot;Head&amp;quot; bone, change it to which ever bone you like. Save your Script.&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84810</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84810"/>
		<updated>2016-07-04T17:16:37Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Modifying OSC Script in Unity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified [[Media:OSC_Reciever.zip | OSC_Reciever Script]] and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;br /&gt;
[[File:add_scripts.png|thumb|320px||left|Adding Scripts to Object]]&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Script Setup]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Bone Overview The Captury==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch to The Captury and go into Playback Mode. Select your Recording.&amp;lt;br&amp;gt;&lt;br /&gt;
On the right Panel you can see the &amp;quot;Skeleton Types&amp;quot; tab. Click on it and a whole list will appear which every single bone.&amp;lt;br&amp;gt; &lt;br /&gt;
The bone names we need are the ones with the white background. These are the bones which we need to set up in our OSC_Reciever script.&lt;br /&gt;
[[File:playback_mode.png|thumb|400px||left|Playback Mode]]&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Modifying OSC Script in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since these steps are going to be repetitive I will show you how to set up two bones for the OSC Messages between Unity and The Captury.&amp;lt;br&amp;gt;&lt;br /&gt;
Open the OSC_Reciever script in Unity by default with &amp;quot;Viusal Studio&amp;quot; or &amp;quot;Monodevelop&amp;quot;. Go to line &amp;quot;60&amp;quot; and &amp;quot;63&amp;quot; and change the &amp;quot;yourname&amp;quot; according to your recording.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Root/vector 50.0 0.0 20.0&amp;quot;); &lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Head/vector 50.0 0.0 20.0&amp;quot;);&lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
Also change it in line &amp;quot;101&amp;quot; adn &amp;quot;107&amp;quot;.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
    switch (msgAddress){&lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
        case &amp;quot;/yourname/blender/Root/vector&amp;quot;:&lt;br /&gt;
            hips_x = values[0];&lt;br /&gt;
            hips_y = values[1];&lt;br /&gt;
            hips_z = values[2];&lt;br /&gt;
            break;&lt;br /&gt;
&lt;br /&gt;
        case &amp;quot;/yourname/blender/Head/vector&amp;quot;:&lt;br /&gt;
            head_x = values[0];&lt;br /&gt;
            head_y = values[1];&lt;br /&gt;
            head_z = values[2];&lt;br /&gt;
            break;&lt;br /&gt;
&lt;br /&gt;
        default:&lt;br /&gt;
            //&lt;br /&gt;
            break;&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84809</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84809"/>
		<updated>2016-07-04T17:15:53Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Modifying OSC Script in Unity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified [[Media:OSC_Reciever.zip | OSC_Reciever Script]] and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;br /&gt;
[[File:add_scripts.png|thumb|320px||left|Adding Scripts to Object]]&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Script Setup]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Bone Overview The Captury==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch to The Captury and go into Playback Mode. Select your Recording.&amp;lt;br&amp;gt;&lt;br /&gt;
On the right Panel you can see the &amp;quot;Skeleton Types&amp;quot; tab. Click on it and a whole list will appear which every single bone.&amp;lt;br&amp;gt; &lt;br /&gt;
The bone names we need are the ones with the white background. These are the bones which we need to set up in our OSC_Reciever script.&lt;br /&gt;
[[File:playback_mode.png|thumb|400px||left|Playback Mode]]&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Modifying OSC Script in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since these steps are going to be repetitive I will show you how to set up two bones for the OSC Messages between Unity and The Captury.&amp;lt;br&amp;gt;&lt;br /&gt;
Open the OSC_Reciever script in Unity by default with &amp;quot;Viusal Studio&amp;quot; or &amp;quot;Monodevelop&amp;quot;. Go to line &amp;quot;60&amp;quot; and &amp;quot;63&amp;quot; and change the &amp;quot;yourname&amp;quot; according to your recording.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Root/vector 50.0 0.0 20.0&amp;quot;); &lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&lt;br /&gt;
    msg = handler.StringToOscMessage(&amp;quot;/subscribe/yourname/blender/Head/vector 50.0 0.0 20.0&amp;quot;);&lt;br /&gt;
    handler.Send(msg);&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
Also change it in line &amp;quot;101&amp;quot; adn &amp;quot;107&amp;quot;.&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84808</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84808"/>
		<updated>2016-07-04T17:13:41Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Modifying OSC Script in Unity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified [[Media:OSC_Reciever.zip | OSC_Reciever Script]] and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;br /&gt;
[[File:add_scripts.png|thumb|320px||left|Adding Scripts to Object]]&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Script Setup]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Bone Overview The Captury==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch to The Captury and go into Playback Mode. Select your Recording.&amp;lt;br&amp;gt;&lt;br /&gt;
On the right Panel you can see the &amp;quot;Skeleton Types&amp;quot; tab. Click on it and a whole list will appear which every single bone.&amp;lt;br&amp;gt; &lt;br /&gt;
The bone names we need are the ones with the white background. These are the bones which we need to set up in our OSC_Reciever script.&lt;br /&gt;
[[File:playback_mode.png|thumb|400px||left|Playback Mode]]&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Modifying OSC Script in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since these steps are going to be repetitive I will show you how to set up two bones for the OSC Messages between Unity and The Captury.&amp;lt;br&amp;gt;&lt;br /&gt;
Open the OSC_Reciever script in Unity by default with &amp;quot;Viusal Studio&amp;quot; or &amp;quot;Monodevelop&amp;quot;. Go to line &amp;quot;60&amp;quot; and &amp;quot;63&amp;quot; and change the &amp;quot;yourname&amp;quot; according to your recording.&lt;br /&gt;
Also change it in line &amp;quot;101&amp;quot; adn &amp;quot;107&amp;quot;.&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84807</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84807"/>
		<updated>2016-07-04T17:13:30Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Bone Overview The Captury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified [[Media:OSC_Reciever.zip | OSC_Reciever Script]] and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;br /&gt;
[[File:add_scripts.png|thumb|320px||left|Adding Scripts to Object]]&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Script Setup]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Bone Overview The Captury==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch to The Captury and go into Playback Mode. Select your Recording.&amp;lt;br&amp;gt;&lt;br /&gt;
On the right Panel you can see the &amp;quot;Skeleton Types&amp;quot; tab. Click on it and a whole list will appear which every single bone.&amp;lt;br&amp;gt; &lt;br /&gt;
The bone names we need are the ones with the white background. These are the bones which we need to set up in our OSC_Reciever script.&lt;br /&gt;
[[File:playback_mode.png|thumb|400px||left|Playback Mode]]&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Modifying OSC Script in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since these steps are going to be repetitive I will show you how to set up two bones for the OSC Messages between Unity and The Captury.&lt;br /&gt;
Open the OSC_Reciever script in Unity by default with &amp;quot;Viusal Studio&amp;quot; or &amp;quot;Monodevelop&amp;quot;. Go to line &amp;quot;60&amp;quot; and &amp;quot;63&amp;quot; and change the &amp;quot;yourname&amp;quot; according to your recording.&lt;br /&gt;
Also change it in line &amp;quot;101&amp;quot; adn &amp;quot;107&amp;quot;.&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84806</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84806"/>
		<updated>2016-07-04T17:11:39Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Bone Overview The Captury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified [[Media:OSC_Reciever.zip | OSC_Reciever Script]] and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;br /&gt;
[[File:add_scripts.png|thumb|320px||left|Adding Scripts to Object]]&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Script Setup]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Bone Overview The Captury==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch to The Captury and go into Playback Mode. Select your Recording.&amp;lt;br&amp;gt;&lt;br /&gt;
On the right Panel you can see the &amp;quot;Skeleton Types&amp;quot; tab. Click on it and a whole list will appear which every single bone.&amp;lt;br&amp;gt; &lt;br /&gt;
The bone names we need are the ones with the white background. These are the bones which we need to set up in our OSC_Reciever script.&lt;br /&gt;
[[File:playback_mode.png|thumb|400px||left|Playback Mode]]&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84805</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84805"/>
		<updated>2016-07-04T17:10:33Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Bone Overview The Captury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified [[Media:OSC_Reciever.zip | OSC_Reciever Script]] and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;br /&gt;
[[File:add_scripts.png|thumb|320px||left|Adding Scripts to Object]]&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Script Setup]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Bone Overview The Captury==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch to The Captury and go into Playback Mode. Select your Recording.&amp;lt;br&amp;gt;&lt;br /&gt;
On the right Panel you can see the &amp;quot;Skeleton Types&amp;quot; tab. Click on it and a whole list will appear which every single bone.&amp;lt;br&amp;gt; &lt;br /&gt;
The bone names we need are the ones with the white background. The are the bones which we need to set up in our OSC_Reciever script.&lt;br /&gt;
[[File:playback_mode.png|thumb|400px||left|Playback Mode]]&lt;br /&gt;
[[File:skeleton_types.png|thumb|400px||left|Skeleton Types]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Skeleton_types.png&amp;diff=84804</id>
		<title>File:Skeleton types.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Skeleton_types.png&amp;diff=84804"/>
		<updated>2016-07-04T17:10:14Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Playback_mode.png&amp;diff=84803</id>
		<title>File:Playback mode.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Playback_mode.png&amp;diff=84803"/>
		<updated>2016-07-04T17:09:57Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84802</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84802"/>
		<updated>2016-07-04T17:09:49Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Setting up the Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified [[Media:OSC_Reciever.zip | OSC_Reciever Script]] and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;br /&gt;
[[File:add_scripts.png|thumb|320px||left|Adding Scripts to Object]]&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Script Setup]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Bone Overview The Captury==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch to The Captury and go into Playback Mode. Select your Recording.&amp;lt;br&amp;gt;&lt;br /&gt;
On the right Panel you can see the &amp;quot;Skeleton Types&amp;quot; tab. Click on it and a whole list will appear which every single bone.&amp;lt;br&amp;gt; &lt;br /&gt;
The bone names we need are the ones with the white background. The are the bones which we need to set up in our OSC_Reciever script.&lt;br /&gt;
[[File:playback_mode.png|thumb|320px||left|Playback Mode]]&lt;br /&gt;
[[File:skeleton_types.png|thumb|320px||left|Skeleton Types]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Osc_setup.png&amp;diff=84801</id>
		<title>File:Osc setup.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Osc_setup.png&amp;diff=84801"/>
		<updated>2016-07-04T17:06:46Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Add_scripts.png&amp;diff=84800</id>
		<title>File:Add scripts.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Add_scripts.png&amp;diff=84800"/>
		<updated>2016-07-04T17:06:32Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84799</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84799"/>
		<updated>2016-07-04T17:06:19Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Setting up the Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified [[Media:OSC_Reciever.zip | OSC_Reciever Script]] and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;br /&gt;
[[File:add_scripts.png|thumb|320px||left|Adding Scripts to Object]]&lt;br /&gt;
[[File:osc_setup.png|thumb|320px||left|Script Setup]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:OSC_Reciever.zip&amp;diff=84798</id>
		<title>File:OSC Reciever.zip</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:OSC_Reciever.zip&amp;diff=84798"/>
		<updated>2016-07-04T17:04:30Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84797</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84797"/>
		<updated>2016-07-04T17:04:08Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Setting up the Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified [[Media:OSC_Reciever.zip | OSC_Reciever Script]] and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84796</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84796"/>
		<updated>2016-07-04T17:02:43Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Setting up the Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver | OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified OSC_Reciever Script and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84795</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84795"/>
		<updated>2016-07-04T17:02:19Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Setting up the Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the OSChandler Files on Github [https://github.com/heaversm/unity-osc-receiver|OSC for Unity] and Copypaste the Plugin Folder from Assets into your Asset Folder.&amp;lt;br&amp;gt;&lt;br /&gt;
Download this modified OSC_Reciever Script and paste it to a new Folder called &amp;quot;Scripts&amp;quot;.&lt;br /&gt;
Select your Empty called &amp;quot;OSC_Script&amp;quot; and click on &amp;quot;Add Component&amp;quot; and search for all three Scripts and add them. It should look like this:&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Create_empty.png&amp;diff=84794</id>
		<title>File:Create empty.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Create_empty.png&amp;diff=84794"/>
		<updated>2016-07-04T17:00:45Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84793</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84793"/>
		<updated>2016-07-04T17:00:35Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Setting up the Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step will be to prepare an empty Gameobject where we will put in our OSC Scripts. &amp;lt;br&amp;gt;Go to Hierarchy right click -&amp;gt; &amp;quot;Create Empty&amp;quot; and call it &amp;quot;OSC_Script&amp;quot;.&lt;br /&gt;
[[File:create_empty.png|thumb|320px||left|Create an Empty Game Object]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84792</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84792"/>
		<updated>2016-07-04T16:59:31Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Importing the Rig in Unity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Setting up the Scripts==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Cubeboy_hierarchy.png&amp;diff=84791</id>
		<title>File:Cubeboy hierarchy.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Cubeboy_hierarchy.png&amp;diff=84791"/>
		<updated>2016-07-04T16:56:56Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84790</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84790"/>
		<updated>2016-07-04T16:56:38Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Importing the Rig in Unity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once we extend the Cubeboy&#039;s Rig in the Hierarchy we can see our Bones. &lt;br /&gt;
Ignone the once with a &amp;quot;_end&amp;quot; Tag. You also notice why we called our Mesh &amp;quot;Cubeboy_Mesh&amp;quot; so we can&#039;t get confused.&lt;br /&gt;
[[File:cubeboy_hierarchy.png|thumb|320px||left|Hierarchy of Bones]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84789</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84789"/>
		<updated>2016-07-04T16:55:29Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Importing the Rig in Unity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&amp;lt;br&amp;gt;&lt;br /&gt;
Drag and Drop the Model into the &amp;quot;Hierarchy&amp;quot; on the left side. Move the character towards the Camera so we can see it better.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Import_model.png&amp;diff=84788</id>
		<title>File:Import model.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Import_model.png&amp;diff=84788"/>
		<updated>2016-07-04T16:54:21Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Create_folder.png&amp;diff=84787</id>
		<title>File:Create folder.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Create_folder.png&amp;diff=84787"/>
		<updated>2016-07-04T16:54:08Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84786</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84786"/>
		<updated>2016-07-04T16:53:56Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Importing the Rig in Unity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&lt;br /&gt;
[[File:create_folder.png|thumb|320px||left|Prepare Folder Steructures]][[File:import_model.png|thumb|320px||left|Import_Model]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84785</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84785"/>
		<updated>2016-07-04T16:52:05Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Importing the Rig in Unity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Right click in your Assets folder -&amp;gt; Create -&amp;gt; Folder and name it. &amp;quot;Model&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
To import your Model simply drag it from your destination Folder into Model or right click &amp;quot;Import new Asset&amp;quot; and select your fbx file.&lt;br /&gt;
[[File:import_model.png|thumb|320px||left|Import_Model]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Create_new_project.png&amp;diff=84784</id>
		<title>File:Create new project.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Create_new_project.png&amp;diff=84784"/>
		<updated>2016-07-04T16:50:36Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84783</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84783"/>
		<updated>2016-07-04T16:50:24Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Exporting the Rig */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Importing the Rig in Unity==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open Unity and create a new project. Call it as you like.&lt;br /&gt;
[[File:create_new_project.png|thumb|320px||left|Creat New Project]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Export_settings.png&amp;diff=84782</id>
		<title>File:Export settings.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Export_settings.png&amp;diff=84782"/>
		<updated>2016-07-04T16:46:20Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:File_menu_export.png&amp;diff=84781</id>
		<title>File:File menu export.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:File_menu_export.png&amp;diff=84781"/>
		<updated>2016-07-04T16:46:09Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84780</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84780"/>
		<updated>2016-07-04T16:45:57Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Exporting the Rig */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;br /&gt;
[[File:file_menu_export.png|thumb|320px||left|How to Export]]&lt;br /&gt;
[[File:export_settings.png|thumb|320px||left|Export Settings]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84779</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84779"/>
		<updated>2016-07-04T16:44:58Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Exporting the Rig */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After everything is checked go back into Object-Mode and select the Rig and the Mesh. Go to File -&amp;gt; Export -&amp;gt; .fbx &amp;lt;br&amp;gt;&lt;br /&gt;
In Export Settings we only need the Armature and Mesh. Notice also make sure that &amp;quot;Selected Objects&amp;quot; is checked. Name your .fbx file properly and export it.&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84778</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84778"/>
		<updated>2016-07-04T16:44:29Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Creating the Rig in Blender */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84777</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84777"/>
		<updated>2016-07-04T16:44:12Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Creating the Rig in Blender */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;br /&gt;
==Exporting the Rig==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Check_animated_bones.png&amp;diff=84776</id>
		<title>File:Check animated bones.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Check_animated_bones.png&amp;diff=84776"/>
		<updated>2016-07-04T16:42:44Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Select_bone_pose_mode.png&amp;diff=84775</id>
		<title>File:Select bone pose mode.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Select_bone_pose_mode.png&amp;diff=84775"/>
		<updated>2016-07-04T16:42:31Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Pose_mode.png&amp;diff=84774</id>
		<title>File:Pose mode.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Pose_mode.png&amp;diff=84774"/>
		<updated>2016-07-04T16:42:21Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84773</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84773"/>
		<updated>2016-07-04T16:41:49Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Creating the Rig in Blender */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be sure everything went well switch to &amp;quot;Pose Mode&amp;quot;. When we now select a bone it will be rendered blue.&amp;lt;br&amp;gt;&lt;br /&gt;
With &amp;quot;G&amp;quot; you can grab and move around the bones with your Mouse. Release them with Right-Click so they get back in Position.&lt;br /&gt;
[[File:pose_mode.png|thumb|320px||left|Switch to Pose Mode]]&lt;br /&gt;
[[File:select_bone_pose_mode.png|thumb|320px||left|bone Selection Pose Mode]]&lt;br /&gt;
[[File:check_animated_bones.png|thumb|320px||left|Check if Bones are animation ready]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Connecting_bones.png&amp;diff=84772</id>
		<title>File:Connecting bones.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Connecting_bones.png&amp;diff=84772"/>
		<updated>2016-07-04T16:37:45Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84771</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84771"/>
		<updated>2016-07-04T16:37:16Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Creating the Rig in Blender */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step7&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In order to move our Rig together wit the Mesh we have to combine both.&lt;br /&gt;
First select the Mesh and at last the Rig and combine them with &amp;quot;Ctrl + P&amp;quot; and select &amp;quot;With Automatic Weights&amp;quot;. &lt;br /&gt;
Blender will set the weights of each bone so you don&#039;t have to do it manually.&lt;br /&gt;
[[File:connecting_bones.png|thumb|320px||left|Connecting Bones to Mesh]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Combine_mesh.png&amp;diff=84770</id>
		<title>File:Combine mesh.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Combine_mesh.png&amp;diff=84770"/>
		<updated>2016-07-04T16:34:48Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Cubeboy.png&amp;diff=84769</id>
		<title>File:Cubeboy.png</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Cubeboy.png&amp;diff=84769"/>
		<updated>2016-07-04T16:34:34Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84768</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84768"/>
		<updated>2016-07-04T16:34:21Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Creating the Rig in Blender */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step6&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;br /&gt;
[[File:cubeboy.png|thumb|320px||left|How Cubeboy should look like]]&lt;br /&gt;
[[File:combine_mesh.png|thumb|320px||left|Combine all the Cubes into one Mesh]]&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84767</id>
		<title>GMU:Tutorials/Networking/Controlling Skeletons in Unity with The Captury</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Tutorials/Networking/Controlling_Skeletons_in_Unity_with_The_Captury&amp;diff=84767"/>
		<updated>2016-07-04T16:32:16Z</updated>

		<summary type="html">&lt;p&gt;Bubo0996: /* Creating the Rig in Blender */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial will show you how to set up a rigged Model in Blender, how to export it into Unity and how to control it with The Cpatury&#039;s OSC Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shortcuts (Blender)==&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; = Toggling between Edit- and Object-Mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + Right-Click&#039;&#039;&#039; = Multi-Select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spacebar&#039;&#039;&#039; = Open Finder -&amp;gt; type in commands and select them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; = delete&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; = scale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shift + D&#039;&#039;&#039; = Duplicate Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ctrl + J&#039;&#039;&#039; = Combine Objects to one Mesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; = &amp;quot;Grab&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating the Rig in Blender==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Open a new .blend File. Delete the Cube which is set as default with &amp;quot;x&amp;quot;. &lt;br /&gt;
Go to Add -&amp;gt; Armature and select Human (MetaRig).&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no Rig then go to: File -&amp;gt; User Prefrences and select the Addons Tab and type in &amp;quot;Rigify&amp;quot;. Make sure the Addon is checked.&amp;lt;br&amp;gt;&lt;br /&gt;
If not simply click on the square and Save User Settings at the bottom.&lt;br /&gt;
[[File:create_rig.png|thumb|320px|left|Create the Rig]]&lt;br /&gt;
[[File:check_rigify.png|thumb|320px||left|Go to User Prefrences]]&lt;br /&gt;
[[File:check_rigify_activated.png|thumb|300px||left|Check if Rigify is activated]]&lt;br /&gt;
[[File:basic_rig.png|thumb|320px||left|This is how the Rig looks]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Select your Rig and switch to the Outliner on the right. Double click on metarig and type in the name you wish: e.g &amp;quot;Cubeboy&amp;quot;.&lt;br /&gt;
[[File:rename_your_rig.png|thumb|320px||left|Rename your Rig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now switch back to the 3d-Rig and select it with right-click and press &amp;quot;TAB&amp;quot; to switch into &amp;quot;Edit Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Because we don&#039;t need any fingers and unnacessary bones we are going to delete the Fingers: Hold &amp;quot;Shift&amp;quot; and right-click to multi-select the bones.&amp;lt;br&amp;gt;&lt;br /&gt;
After you selected all fingers go and press &amp;quot;x&amp;quot; to delete the bones. Repeat the Process on the other side. We are also going to delete the &amp;quot;Heel bones&amp;quot;.&lt;br /&gt;
[[File:multiselect.png|thumb|320px||left|Multiselect &amp;quot;Shift + Right Click&amp;quot;]]&lt;br /&gt;
[[File:delete_bones.png|thumb|320px||left|Delete bones with &amp;quot;X&amp;quot;]]&lt;br /&gt;
[[File:delete_heels.png|thumb|320px||left|Deleting the Heels]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our Rig should now look like this (I expanded the bone structure in the &amp;quot;outliner&amp;quot; by clicking on the plus sypmbol).&lt;br /&gt;
[[File:bone_structure.png|thumb|320px||left|Bone Structure]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Helper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you encounter that this little red and white rounded thing was moved accidently from it&#039;s original position which is actually the &amp;quot;Cursor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
centerd in the X,Y,Z Coordinate = 0,0,0. If you press Spacebar you can simply type in &amp;quot;Snap Cursor to Center&amp;quot; and click on the slected Field to reposition it.&amp;lt;br&amp;gt;&lt;br /&gt;
This is Importanrt because when we create a new Object we want it to be fully centerd. (This will make life easier).&lt;br /&gt;
[[File:readjust_cursor.png|thumb|320px||left|Set cursor to 0,0,0]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step4&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Switch back to &amp;quot;Object Mode&amp;quot;. Go to the Properties Window on the right under the Outliner and click the &amp;quot;Armature&amp;quot; tab. &lt;br /&gt;
Activate X-ray so you can watch trough the Mesh afterwards.&lt;br /&gt;
[[File:activate_xray.png|thumb|320px||left|Activate X-Ray]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Step5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are going to add now the Mesh for our Cubeboy so it will be visible in &amp;quot;Unity&amp;quot; afterwards because we won&#039;t see the bones.&amp;lt;br&amp;gt; &lt;br /&gt;
So go again to &amp;quot;Add&amp;quot; in your 3D-View and add a Cube. Be sure to be in &amp;quot;Object Mode&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Scale it down till it fits as a had with &amp;quot;S&amp;quot;. Move it up to the &amp;quot;Head-Bone&amp;quot; with left clicking the blue &amp;quot;Z-Axis&amp;quot; Arrow.&lt;br /&gt;
[[File:add_cube.png|thumb|320px||left|Add Cube in Object Mode]]&lt;br /&gt;
[[File:positioning_cube.png|thumb|320px||left|Position and Scaling of Cubes ]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step would be to duplicate the main Cube and put it on some parts of the Rig. Press &amp;quot;Shift + D&amp;quot; to duplicate the cube.&amp;lt;br&amp;gt;&lt;br /&gt;
The new Cube will be outlined with white. Now press &amp;quot;Z&amp;quot;, &amp;quot;Y&amp;quot; or &amp;quot;X&amp;quot; to move it along one Axis and confirm it with &amp;quot;Left-Click&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat these steps till you are happe with your Cubeboy.&lt;br /&gt;
[[File:duplicate_object.png|thumb|320px||left|Duplicate Cubes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mr. Cubeboy should now look like this. What we need now is to combine all the cubes because we only need one Mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;So select all the Cubes and press &amp;quot;Ctrl + J&amp;quot;&lt;br /&gt;
to combine them. Go to the Outliner and Rename the &amp;quot;Cube.015&amp;quot;  to e.g &amp;quot;Cubeboy_Mesh&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Bubo0996</name></author>
	</entry>
</feed>