void ExportDynamicBoneCollider()
        {
            //gizmo以外はエクスポート
            for (int j = 0; j < ColliderTergetName.Count; j++)
            {
                GameObject                 colliderObject = GameObject.Find(ColliderTergetName[j]);
                DynamicBoneCollider[]      colliders      = colliderObject.GetComponents <DynamicBoneCollider>();
                DynamicBoneColliderSetting exportData
                    = ScriptableObject.CreateInstance <DynamicBoneColliderSetting>();
                exportData.TargetName = m_Utility.GetHierarchyPath(colliderObject.transform);

                exportData.Colliders = new DynamicBoneColliderSetting.SphereCollider[colliders.Length];
                for (int i = 0; i < colliders.Length; i++)
                {
                    exportData.Colliders[i]             = new DynamicBoneColliderSetting.SphereCollider();
                    exportData.Colliders[i].m_Direction = colliders[i].m_Direction;
                    exportData.Colliders[i].m_Center    = colliders[i].m_Center;
                    exportData.Colliders[i].m_Bound     = colliders[i].m_Bound;
                    exportData.Colliders[i].m_Radius    = colliders[i].m_Radius;
                    exportData.Colliders[i].m_Height    = colliders[i].m_Height;
                }

                AssetDatabase.CreateAsset(
                    exportData, "Assets/Models/Resources/DynamicBoneData/Collider/DynamicBoneColliderData_" + j + ".asset");
            }
        }
        void OnWizardUpdate()
        {
            if (BoneSettingName == null)
            {
                BoneSettingName = new string[boneObjects.Length];
                for (int i = 0; i < boneObjects.Length; i++)
                {
                    DynamicBoneSetting setting = (DynamicBoneSetting)boneObjects[i];

                    if (setting.m_Root != null)
                    {
                        BoneSettingName[i] = setting.m_Root.ToString();
                    }
                }
            }
            if (ColliderSettingName == null)
            {
                ColliderSettingName = new string[colliderObjects.Length];
                for (int i = 0; i < colliderObjects.Length; i++)
                {
                    DynamicBoneColliderSetting setting
                        = (DynamicBoneColliderSetting)colliderObjects[i];
                    ColliderSettingName[i] = setting.TargetName;
                }
            }
        }
        void ApplyVRMSpringBoneCollider()
        {
            //gizmo以外は設定を反映する
            for (int j = 0; j < colliderObjects.Length; j++)
            {
                DynamicBoneColliderSetting settingData = (DynamicBoneColliderSetting)colliderObjects[j];
                GameObject targetObject = GameObject.Find(settingData.TargetName);

                VRMSpringBoneColliderGroup collider = targetObject.AddComponent <VRMSpringBoneColliderGroup>();

                collider.Colliders = new VRMSpringBoneColliderGroup.SphereCollider[settingData.Colliders.Length];
                for (int i = 0; i < settingData.Colliders.Length; i++)
                {
                    collider.Colliders[i]        = new VRMSpringBoneColliderGroup.SphereCollider();
                    collider.Colliders[i].Radius = settingData.Colliders[i].m_Radius;
                    collider.Colliders[i].Offset = settingData.Colliders[i].m_Center;
                }
            }
        }
        void ApplyDynamicBoneCollider()
        {
            //gizmo以外は設定を反映する
            for (int j = 0; j < colliderObjects.Length; j++)
            {
                DynamicBoneColliderSetting settingData = (DynamicBoneColliderSetting)colliderObjects[j];

                GameObject targetObject
                    = GameObject.Find(m_Utility.ChangeRootPath(settingData.TargetName, targetModel.name));

                for (int i = 0; i < settingData.Colliders.Length; i++)
                {
                    DynamicBoneCollider collider = targetObject.AddComponent <DynamicBoneCollider>();
                    collider.m_Center    = settingData.Colliders[i].m_Center;
                    collider.m_Radius    = settingData.Colliders[i].m_Radius;
                    collider.m_Direction = settingData.Colliders[i].m_Direction;
                    collider.m_Bound     = settingData.Colliders[i].m_Bound;
                    collider.m_Height    = settingData.Colliders[i].m_Height;
                }
            }
        }