public virtual void UpdateUMABody(UMAData umaData)
 {
     if (umaData)
     {
         umaData.skeleton.ResetAll();
         umaData.ApplyDNA();
         umaData.FireDNAAppliedEvents();
         UpdateAvatar(umaData);
     }
 }
예제 #2
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 public virtual void UpdateUMABody(UMAData umaData)
 {
     if (umaData)
     {
         umaData.GotoOriginalPose();
         umaData.skeleton = new UMASkeletonDefault(umaData.myRenderer.rootBone);
         umaData.ApplyDNA();
         umaData.FireDNAAppliedEvents();
         UpdateAvatar(umaData);
     }
 }
예제 #3
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 public virtual void UpdateUMABody(UMAData umaData)
 {
     if (umaData)
     {
         umaData.skeleton.ResetAll();
         // Put the skeleton into TPose so rotations will be valid for generating avatar
         umaData.GotoTPose();
         umaData.ApplyDNA();
         umaData.FireDNAAppliedEvents();
         umaData.skeleton.EndSkeletonUpdate();
         UpdateAvatar(umaData);
     }
 }
예제 #4
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 public virtual void UpdateUMABody(UMAData umaData)
 {
     if (umaData)
     {
         umaData.FirePreUpdateUMABody();
         // umaData.skeleton.ResetAll();    // I don't think this needs to be called, because we overwrite all that in the next call.
         // Put the skeleton into TPose so rotations will be valid for generating avatar
         umaData.GotoTPose();
         umaData.ApplyDNA();
         umaData.FireDNAAppliedEvents();
         umaData.skeleton.EndSkeletonUpdate();
         UpdateAvatar(umaData);
     }
 }
예제 #5
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 public virtual void UpdateUMABody(UMAData umaData)
 {
     if (umaData)
     {
         umaData.FirePreUpdateUMABody();
         umaData.skeleton.ResetAll();                    // I don't think this needs to be called, because we overwrite all that in the next call.
         // Put the skeleton into TPose so rotations will be valid for generating avatar
         umaData.GotoTPose();
         umaData.ApplyDNA();
         umaData.FireDNAAppliedEvents();
         umaData.RestoreSavedItems();
         // This has to happen for some reason, or the default models heads cave in.
         umaData.skeleton.EndSkeletonUpdate();
         UpdateAvatar(umaData);
     }
 }