<html><head><meta http-equiv="content-type" content="text/html; charset=utf-8"></head><body dir="auto"><div><span></span></div><div><span></span>These folks have done some interesting work on creating characters that can be used in Unity.</div><div><br></div><div><a href="https://urldefense.proofpoint.com/v1/url?u=https://vhtoolkit.ict.usc.edu/&k=ux7ohqYFcw1oDo0gOpSLlw%3D%3D%0A&r=Il427p7Ea8B7Gokbw4Bw3hyjdpOv68UMLYqmh%2FssmA0%3D%0A&m=%2FwLYPq%2BBsa6wt7QIxgBNTMSAzBLwI209a9ZnmUHFYTc%3D%0A&s=146bab8ea4a03705b5c6f5a792eb94ef4b79a215e63433f46758cfac6d59b0ac">https://vhtoolkit.ict.usc.edu/</a></div><div><br></div><div>Doug</div><div><br><blockquote type="cite"><span>Your and Kay's research look fascinating. I am not sure to what extent you mean by built in to the core? Do you mean that different scenarios can be readily set up by the instructors? Unity, SL, OpenSim all have their constraints and limitations. In both unity and Opensim avatars have limited scope for emotional expressions and translating external movement and gestures although OpenSim and SL has a lot of flexibility in terms of dress and attachments helping with the formation of identity. I am not sure about the rigging in Unity though. </span><br></blockquote></div></body></html>