void SetTemporarySkeletonRangeOfMotion(SkeletalMotionRangeChange temporaryRangeOfMotionChange, float blendOverSeconds = 0.1f) { for (int i = 0; i < renderModels.Count; i++) { renderModels[i].SetTemporarySkeletonRangeOfMotion(temporaryRangeOfMotionChange, blendOverSeconds); } }
public void SetTemporarySkeletonRangeOfMotion(SkeletalMotionRangeChange temporaryRangeOfMotionChange, float blendOverSeconds = 0.1f) { if (handSkeleton != null) { handSkeleton.SetTemporaryRangeOfMotion((EVRSkeletalMotionRange)temporaryRangeOfMotionChange, blendOverSeconds); } }
public void SetTemporarySkeletonRangeOfMotion(SkeletalMotionRangeChange temporaryRangeOfMotionChange, float blendOverSeconds = 0.1f) { mainRenderModel.SetTemporarySkeletonRangeOfMotion(temporaryRangeOfMotionChange, blendOverSeconds); }