Exemplo n.º 1
0
    private void MainUpdateBonesToCustomPositions(Dictionary <string, MeshBoneUtil.MeshBone> bones_map)
    {
        // Modify with available Bend Physics
        if (bend_physics_data != null)
        {
            var parent_xform = creature_renderer.transform;
            bend_physics_data.updateAllKinematicBones(parent_xform);
            bend_physics_data.updateBonePositions(parent_xform);
        }

        // Perform any special bones mixing blending if required
        if (anim_bones_blend != null)
        {
            anim_bones_blend.update(bones_map, creature_renderer.creature_manager);
        }

        // Perform 2 bone ik if required
        if (ik_on && (ik_packets.Count > 0))
        {
            foreach (var ik_packet in ik_packets)
            {
                UpdateBonesIKToCustomPositions(bones_map, ik_packet);
            }
        }

        // Run your own custom override
        UpdateBonesToCustomPositions(bones_map);
    }
    private void MainUpdateBonesToCustomPositions(Dictionary <string, MeshBoneUtil.MeshBone> bones_map)
    {
        // Modify with available Bend Physics
        if (bend_physics_data != null)
        {
            var parent_xform = creature_renderer.transform;
            bend_physics_data.updateAllKinematicBones(parent_xform);
            bend_physics_data.updateBonePositions(parent_xform);
        }

        // Run your own custom override
        UpdateBonesToCustomPositions(bones_map);
    }