// Start is called before the first frame update void Start() { m_id = FKIKPlugin.CreateActor(); m_jointPainter = this.GetComponent <JointPainter>(); // Initialize the plugin and virtual joints TraverseJoints(m_root.transform); // Add joints to the m_joints and m_idJointMap LinkJoints(); // Set the parent child relationship m_jointPainter.InitVirtualJoints(this.name + "joints", m_joints); ConstructJointDataArray(); // Initialize the joint data array ConstructIKChains(); // Construct IK chains for hands and feet GameObject[] endJoints = new GameObject[] { m_root, m_leftHand, m_rightHand, m_leftFoot, m_rightFoot }; m_jointPainter.InitializeTargetJoints(endJoints); if (m_defaultBVH) { string projectPath = Application.dataPath; string filePath = AssetDatabase.GetAssetPath(m_defaultBVH); string filename = Path.Combine(projectPath, "../", filePath); Debug.Log(filename); LoadBVHFile(filename); StartMove(); } }
// Start is called before the first frame update void Start() { m_jointPainter = m_model.GetComponent <JointPainter>(); m_characterController = m_model.GetComponent <FKIKCharacterController>(); }