public string handTip = "HandMiddle"; // finger, not finger base /* * Return a new BipedNamingConvention using Max Biped names * */ public static BipedNamingConvention Max(string characterNamePrefix) { BipedNamingConvention names = new BipedNamingConvention(); names.characterNamePrefix = characterNamePrefix; names.centerPrefix = ""; names.leftPrefix = "L "; names.rightPrefix = "R "; names.head = "Head"; names.neck = "Neck"; names.spine = "Spine"; names.pelvis = "Pelvis"; names.upperLeg = "Thigh"; names.lowerLeg = "Calf"; names.foot = "Foot"; names.toe = "Toe"; // toe, not toe base names.collar = "Clavicle"; names.upperArm = "UpperArm"; names.forearm = "Forearm"; names.hand = "Hand"; names.handTip = "Finger"; // finger, not finger base return names; }
/* * Return a new BipedNamingConvention using Maya names * */ public static BipedNamingConvention Maya() { BipedNamingConvention names = new BipedNamingConvention(); names.characterNamePrefix = ""; names.centerPrefix = "Center"; names.leftPrefix = "Left"; names.rightPrefix = "Right"; names.head = "Head"; names.neck = "Neck"; names.spine = "Spine"; names.pelvis = "Root"; names.upperLeg = "Hip"; names.lowerLeg = "Knee"; names.foot = "Foot"; names.toe = "Toe"; // toe, not toe base names.collar = "Collar"; names.upperArm = "Shoulder"; names.forearm = "Elbow"; names.hand = "Hand"; names.handTip = "MiddleFinger"; // finger, not finger base return(names); }
public string handTip = "HandMiddle"; // finger, not finger base /* * Return a new BipedNamingConvention using Max Biped names * */ public static BipedNamingConvention Max(string characterNamePrefix) { BipedNamingConvention names = new BipedNamingConvention(); names.characterNamePrefix = characterNamePrefix; names.centerPrefix = ""; names.leftPrefix = "L "; names.rightPrefix = "R "; names.head = "Head"; names.neck = "Neck"; names.spine = "Spine"; names.pelvis = "Pelvis"; names.upperLeg = "Thigh"; names.lowerLeg = "Calf"; names.foot = "Foot"; names.toe = "Toe"; // toe, not toe base names.collar = "Clavicle"; names.upperArm = "UpperArm"; names.forearm = "Forearm"; names.hand = "Hand"; names.handTip = "Finger"; // finger, not finger base return(names); }
/* * Return a new biped naming convention using HumanIK names * */ public static BipedNamingConvention HumanIK() { BipedNamingConvention names = new BipedNamingConvention(); names.characterNamePrefix = ""; names.centerPrefix = ""; names.leftPrefix = "Left"; names.rightPrefix = "Right"; names.head = "Head"; names.neck = "Neck"; names.spine = "Spine"; names.pelvis = "Hips"; names.upperLeg = "UpLeg"; names.lowerLeg = "Leg"; names.foot = "Foot"; names.toe = "FootMiddle"; // toe, not toe base names.collar = "Shoulder"; names.upperArm = "Arm"; names.forearm = "ForeArm"; names.hand = "Hand"; names.handTip = "HandMiddle"; // finger, not finger base return(names); }
/* * Return a new BipedNamingConvention using Maya names * */ public static BipedNamingConvention Maya() { BipedNamingConvention names = new BipedNamingConvention(); names.characterNamePrefix = ""; names.centerPrefix = "Center"; names.leftPrefix = "Left"; names.rightPrefix = "Right"; names.head = "Head"; names.neck = "Neck"; names.spine = "Spine"; names.pelvis = "Root"; names.upperLeg = "Hip"; names.lowerLeg = "Knee"; names.foot = "Foot"; names.toe = "Toe"; // toe, not toe base names.collar = "Collar"; names.upperArm = "Shoulder"; names.forearm = "Elbow"; names.hand = "Hand"; names.handTip = "MiddleFinger"; // finger, not finger base return names; }
/* * Return a new biped naming convention using HumanIK names * */ public static BipedNamingConvention HumanIK() { BipedNamingConvention names = new BipedNamingConvention(); names.characterNamePrefix = ""; names.centerPrefix = ""; names.leftPrefix = "Left"; names.rightPrefix = "Right"; names.head = "Head"; names.neck = "Neck"; names.spine = "Spine"; names.pelvis = "Hips"; names.upperLeg = "UpLeg"; names.lowerLeg = "Leg"; names.foot = "Foot"; names.toe = "FootMiddle"; // toe, not toe base names.collar = "Shoulder"; names.upperArm = "Arm"; names.forearm = "ForeArm"; names.hand = "Hand"; names.handTip = "HandMiddle"; // finger, not finger base return names; }
/* * Automate setup using the naming convention of the specified DCC application * Pass in DCCApplication.Custom if you have pre-defined a namingConvention on this Biped * */ public void AutomateSetup(DCCApplication fromApplication) { switch (fromApplication) { case DCCApplication.Max: namingConvention = BipedNamingConvention.Max(BipedHelpers.FindCharacterNamePrefixOnMaxBiped(this)); break; case DCCApplication.Maya: namingConvention = BipedNamingConvention.Maya(); break; case DCCApplication.HumanIK: namingConvention = BipedNamingConvention.HumanIK(); break; } FindBonesUsingNamingConvention(); if (ValidateMinimumRequirements()) { if (anim==null) anim = GetComponentInChildren<Animation>(); MapSymmetry(true); SetParentParts(); SetDefaultColliders(); SetDefaultJoints(true); DistributeMass(); } }