private void SetPosition(VRTRIXBones bone, Vector3 pos, Quaternion rot, Vector3 offset) { string bone_name = VRTRIXUtilities.GetBoneName((int)bone); Transform t = FindNode(bone_name); if (t != null) { t.position = pos + rot * offset; } }
private void SetRotation(VRTRIXBones bone, Quaternion rotation, bool valid) { string bone_name = VRTRIXUtilities.GetBoneName((int)bone); Transform t = FindNode(bone_name); if (t != null) { if (!float.IsNaN(rotation.x) && !float.IsNaN(rotation.y) && !float.IsNaN(rotation.z) && !float.IsNaN(rotation.w)) { if (valid) { t.rotation = CalculateDynamicOffset() * (rotation * Quaternion.Euler(modelOffset)); } } } }
public GameObject MapToVRTRIX_BoneName(string bone_name) { int bone_index = VRTRIXUtilities.GetBoneIndex(bone_name); return(MyCharacterFingers[bone_index] ? MyCharacterFingers[bone_index].gameObject : null); }