//! Loads the t pose of the character. public bool LoadTPoseFromFile(string filename_with_path) { TPose new_tpose = new TPose(); if (new_tpose.loadFromFile(filename_with_path)) { m_tpose = new_tpose; m_tpose_asset = null; return(true); } else { return(false); } }
//! Loads the t pose of the character. public bool LoadTPoseFromAsset(TextAsset asset) { TPose new_tpose = new TPose(); if (new_tpose.loadFromBytes(asset.bytes)) { m_tpose = new_tpose; m_tpose_asset = asset; return(true); } else { return(false); } }
public bool LoadTPoseFromAsset(TextAsset asset) { if (asset == null) return false; TPose tpose = new TPose(); if (!tpose.LoadFromBytes(asset.bytes)) { ResetTPose(); return false; } m_TPose = tpose; m_TPoseAsset = asset; return true; }
public bool LoadTPoseFromAsset(TextAsset asset) { if (asset == null) { return(false); } TPose tpose = new TPose(); if (!tpose.LoadFromBytes(asset.bytes)) { ResetTPose(); return(false); } m_TPose = tpose; m_TPoseAsset = asset; return(true); }
void Start() { m_mutex = new Mutex(); m_data_parser = new DataParser(); m_current_track = new TrackData(); m_connection = new NetworkConnection(this); if (!m_connection.Start(hostName, port, true)) { Debug.LogError("could not access faceshift over the network on " + hostName + ":" + port + " using the TCP/IP protocol"); } // get the blendshapes from fs studio askForBlendshapeNames(); if (RetargetingAsset != null) { m_retargeting = ClipRetargeting.load(RetargetingAsset.bytes); if (m_retargeting == null) { Debug.LogError("could not load retargeting from asset"); } } if (TPoseAsset != null) { m_tpose = new TPose(); if (!m_tpose.loadFromBytes(TPoseAsset.bytes)) { Debug.LogError("could not load tpose from asset"); } } // get game object blendshapes and transformations Utils.getGameObjectBlendshapes(gameObject, m_game_object_blendshapes); Utils.getGameObjectTransformations(gameObject, m_game_object_transformations); }
/** * Saves the current pose of the character as T-pose * @param path [in] The path to the file */ public void SetTPose() { m_tpose = new TPose(); Utils.getGameObjectTransformations(gameObject, m_tpose.m_joints); }
//! Clears the tpose public void ClearTPose() { m_tpose = null; m_tpose_asset = null; }
public void ResetTPose() { m_TPose = null; m_TPoseAsset = null; }
//! Loads the t pose of the character. public bool LoadTPoseFromFile(string filename_with_path) { TPose new_tpose = new TPose(); if (new_tpose.LoadFromFile (filename_with_path)) { m_TPose = new_tpose; m_TPoseAsset = null; return true; } else { return false; } }
/** * Saves the current pose of the character as T-pose * @param path [in] The path to the file */ public void SetTPose() { m_TPose = new TPose(); Utils.GetGameObjectTransformations (gameObject, m_TPose.m_joints); }