Пример #1
0
 public JointData(string path, Transform _connectedTo)
 {
     connectedTo = _connectedTo;
     transform   = connectedTo.Find(path);
     collision   = new ColliderData();
     joint       = new CharacterJointConfig();
 }
Пример #2
0
 public JointData(Transform _transform)
 {
     connectedTo = null;
     transform   = _transform;
     collision   = new ColliderData();
     joint       = new CharacterJointConfig();
 }
Пример #3
0
    CharacterJoint setUpJoint(Transform target, CharacterJointConfig config)
    {
        CharacterJoint newCharacterJoint = target.gameObject.AddComponent <CharacterJoint>();

        newCharacterJoint.connectedBody = config.connectedBody;
        newCharacterJoint.anchor        = new Vector3(0.0f, 0.0f, 0.0f);
        newCharacterJoint.axis          = config.axis;
        newCharacterJoint.swingAxis     = config.swingAxis;

        SoftJointLimit lowTwistLimit = new SoftJointLimit();

        lowTwistLimit.limit             = config.lowTwistLimit;
        newCharacterJoint.lowTwistLimit = lowTwistLimit;

        SoftJointLimit highTwistLimit = new SoftJointLimit();

        highTwistLimit.limit             = config.highTwistLimit;
        newCharacterJoint.highTwistLimit = highTwistLimit;

        SoftJointLimit swing1Limit = new SoftJointLimit();

        swing1Limit.limit             = config.swing1Limit;
        newCharacterJoint.swing1Limit = swing1Limit;

        SoftJointLimit swing2Limit = new SoftJointLimit();

        swing2Limit.limit             = config.swing2Limit;
        newCharacterJoint.swing2Limit = swing2Limit;


        return(newCharacterJoint);
    }
Пример #4
0
 public JointData(string path, Transform _connectedTo)
 {
     connectedTo = _connectedTo;
     transform   = connectedTo.Find(path);
     if (!transform)
     {
         Debug.Log("Can't find " + path + " on " + _connectedTo.name);
     }
     collision = new ColliderData();
     joint     = new CharacterJointConfig();
 }
Пример #5
0
    public void setUp(RagDollData setUpData)
    {
        root = setUpData.rootTransform;
        string layerName = setUpData.layerName;

        //Root
        root.gameObject.layer = LayerMask.NameToLayer(layerName);
        BoxCollider rootCollision = root.gameObject.AddComponent<BoxCollider>();
        rootCollision.center = setUpData.root.collision.center;
        rootCollision.size = setUpData.root.collision.size;

        Rigidbody rootRigidbody = root.gameObject.AddComponent<Rigidbody>();
        rootRigidbody.mass = 3.125f;
        rootRigidbody.useGravity = false;
        rootRigidbody.isKinematic = true;

        //LeftHip
        Transform leftHip = root.Find("LowerBody/LeftHip");
        leftHip.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider leftHipCollision = leftHip.gameObject.AddComponent<CapsuleCollider>();
        leftHipCollision.center = setUpData.leftHip.collision.center;
        leftHipCollision.radius = setUpData.leftHip.collision.radius;
        leftHipCollision.height = setUpData.leftHip.collision.height;
        leftHipCollision.direction = 0;

        Rigidbody leftHipRigidbody = leftHip.gameObject.AddComponent<Rigidbody>();
        leftHipRigidbody.mass = 1.875f;
        leftHipRigidbody.useGravity = false;
        leftHipRigidbody.isKinematic = true;

        CharacterJointConfig leftHipJointConfig = new CharacterJointConfig();
        leftHipJointConfig.connectedBody = root.rigidbody;
        leftHipJointConfig.axis = setUpData.leftHip.joint.axis;
        leftHipJointConfig.swingAxis = setUpData.leftHip.joint.swingAxis;
        leftHipJointConfig.lowTwistLimit = -20.0f;
        leftHipJointConfig.highTwistLimit = 70.0f;
        leftHipJointConfig.swing1Limit = 30.0f;
        setUpJoint(leftHip, leftHipJointConfig);

        //LeftKnee
        Transform leftKnee = root.Find("LowerBody/LeftHip/LeftKnee");
        leftKnee.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider leftKneeCollision = leftKnee.gameObject.AddComponent<CapsuleCollider>();
        leftKneeCollision.center = setUpData.leftKnee.collision.center;
        leftKneeCollision.radius = setUpData.leftKnee.collision.radius;
        leftKneeCollision.height = setUpData.leftKnee.collision.height;
        leftKneeCollision.direction = 0;

        Rigidbody leftKneeRigidbody = leftKnee.gameObject.AddComponent<Rigidbody>();
        leftKneeRigidbody.mass = 1.875f;
        leftKneeRigidbody.useGravity = false;
        leftKneeRigidbody.isKinematic = true;

        CharacterJointConfig leftKneeJointConfig = new CharacterJointConfig();
        leftKneeJointConfig.connectedBody = leftHip.rigidbody;
        leftKneeJointConfig.axis = setUpData.leftKnee.joint.axis;
        leftKneeJointConfig.swingAxis = setUpData.leftKnee.joint.swingAxis;
        leftKneeJointConfig.lowTwistLimit = -80.0f;
        leftKneeJointConfig.highTwistLimit = 00.0f;
        leftKneeJointConfig.swing1Limit = 0.0f;
        setUpJoint(leftKnee, leftKneeJointConfig);

        //RightHip
        Transform rightHip = root.Find("LowerBody/RightHip");
        rightHip.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider rightHipCollision = rightHip.gameObject.AddComponent<CapsuleCollider>();
        rightHipCollision.center = setUpData.rightHip.collision.center;
        rightHipCollision.radius = setUpData.rightHip.collision.radius;
        rightHipCollision.height = setUpData.rightHip.collision.height;
        rightHipCollision.direction = 0;

        Rigidbody rightHipRigidbody = rightHip.gameObject.AddComponent<Rigidbody>();
        rightHipRigidbody.mass = 1.875f;
        rightHipRigidbody.useGravity = false;
        rightHipRigidbody.isKinematic = true;

        CharacterJointConfig rightHipJointConfig = new CharacterJointConfig();
        rightHipJointConfig.connectedBody = root.rigidbody;
        rightHipJointConfig.axis = setUpData.rightHip.joint.axis;
        rightHipJointConfig.swingAxis = setUpData.rightHip.joint.swingAxis;
        rightHipJointConfig.lowTwistLimit = -20.0f;
        rightHipJointConfig.highTwistLimit = 70.0f;
        rightHipJointConfig.swing1Limit = 30.0f;
        setUpJoint(rightHip, rightHipJointConfig);

        //RightKnee
        Transform rightKnee = root.Find("LowerBody/RightHip/RightKnee");
        rightKnee.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider rightKneeCollision = rightKnee.gameObject.AddComponent<CapsuleCollider>();
        rightKneeCollision.center = setUpData.rightKnee.collision.center;
        rightKneeCollision.radius = setUpData.rightKnee.collision.radius;
        rightKneeCollision.height = setUpData.rightKnee.collision.height;
        rightKneeCollision.direction = 0;

        Rigidbody rightKneeRigidbody = rightKnee.gameObject.AddComponent<Rigidbody>();
        rightKneeRigidbody.mass = 1.875f;
        rightKneeRigidbody.useGravity = false;
        rightKneeRigidbody.isKinematic = true;

        CharacterJointConfig rightKneeJointConfig = new CharacterJointConfig();
        rightKneeJointConfig.connectedBody = rightHip.rigidbody;
        rightKneeJointConfig.axis = setUpData.rightKnee.joint.axis;
        rightKneeJointConfig.swingAxis = setUpData.rightKnee.joint.swingAxis;
        rightKneeJointConfig.lowTwistLimit = -80.0f;
        rightKneeJointConfig.highTwistLimit = 00.0f;
        rightKneeJointConfig.swing1Limit = 0.0f;
        setUpJoint(rightKnee, rightKneeJointConfig);

        //Spine
        Transform spine = root.Find("UpperBody/Spine1");
        spine.gameObject.layer = LayerMask.NameToLayer(layerName);
        BoxCollider spineCollision = spine.gameObject.AddComponent<BoxCollider>();
        spineCollision.center = setUpData.spine.collision.center;
        spineCollision.size = setUpData.spine.collision.size;

        Rigidbody spineRigidbody = spine.gameObject.AddComponent<Rigidbody>();
        spineRigidbody.mass = 3.125f;
        spineRigidbody.useGravity = false;
        spineRigidbody.isKinematic = true;

        CharacterJointConfig spineJointConfig = new CharacterJointConfig();
        spineJointConfig.connectedBody = root.rigidbody;
        spineJointConfig.axis = setUpData.spine.joint.axis;
        spineJointConfig.swingAxis = setUpData.spine.joint.swingAxis;
        spineJointConfig.lowTwistLimit = -20.0f;
        spineJointConfig.highTwistLimit = 20.0f;
        spineJointConfig.swing1Limit = 10.0f;
        setUpJoint(spine, spineJointConfig);

        //Head
        Transform head = root.Find("UpperBody/Spine1/Spine2/Neck/Head");
        head.gameObject.layer = LayerMask.NameToLayer(layerName);
        SphereCollider headCollision = head.gameObject.AddComponent<SphereCollider>();
        headCollision.center = setUpData.head.collision.center;
        headCollision.radius = setUpData.head.collision.radius;

        Rigidbody headRigidbody = head.gameObject.AddComponent<Rigidbody>();
        headRigidbody.mass = 1.25f;
        headRigidbody.useGravity = false;
        headRigidbody.isKinematic = true;

        CharacterJointConfig headJointConfig = new CharacterJointConfig();
        headJointConfig.connectedBody = spine.rigidbody;
        headJointConfig.axis = setUpData.head.joint.axis;
        headJointConfig.swingAxis = setUpData.head.joint.swingAxis;
        headJointConfig.lowTwistLimit = -40.0f;
        headJointConfig.highTwistLimit = 25.0f;
        headJointConfig.swing1Limit = 25.0f;
        setUpJoint(head, headJointConfig);

        //leftShoulder
        Transform leftShoulder = root.Find("UpperBody/Spine1/Spine2/LeftShoulder");
        leftShoulder.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider leftShoulderCollision = leftShoulder.gameObject.AddComponent<CapsuleCollider>();
        leftShoulderCollision.center = setUpData.leftShoulder.collision.center;
        leftShoulderCollision.radius = setUpData.leftShoulder.collision.radius;
        leftShoulderCollision.height = setUpData.leftShoulder.collision.height;
        leftShoulderCollision.direction = 0;

        Rigidbody leftShoulderRigidbody = leftShoulder.gameObject.AddComponent<Rigidbody>();
        leftShoulderRigidbody.mass = 1.25f;
        leftShoulderRigidbody.useGravity = false;
        leftShoulderRigidbody.isKinematic = true;

        CharacterJointConfig leftShoulderJointConfig = new CharacterJointConfig();
        leftShoulderJointConfig.connectedBody = root.rigidbody;
        leftShoulderJointConfig.axis = setUpData.leftShoulder.joint.swingAxis;
        leftShoulderJointConfig.swingAxis = setUpData.leftShoulder.joint.swingAxis;
        leftShoulderJointConfig.lowTwistLimit = -70.0f;
        leftShoulderJointConfig.highTwistLimit = 10.0f;
        leftShoulderJointConfig.swing1Limit = 50.0f;
        setUpJoint(leftShoulder, leftShoulderJointConfig);

        //leftElbow
        Transform leftElbow = root.Find("UpperBody/Spine1/Spine2/LeftShoulder/LeftElbow");
        leftElbow.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider leftElbowCollision = leftElbow.gameObject.AddComponent<CapsuleCollider>();
        leftElbowCollision.center = setUpData.leftElbow.collision.center;
        leftElbowCollision.radius = setUpData.leftElbow.collision.radius;
        leftElbowCollision.height = setUpData.leftElbow.collision.height;
        leftElbowCollision.direction = 0;

        Rigidbody leftElbowRigidbody = leftElbow.gameObject.AddComponent<Rigidbody>();
        leftElbowRigidbody.mass = 1.25f;
        leftElbowRigidbody.useGravity = false;
        leftElbowRigidbody.isKinematic = true;

        CharacterJointConfig leftElbowJointConfig = new CharacterJointConfig();
        leftElbowJointConfig.connectedBody = leftShoulder.rigidbody;
        leftElbowJointConfig.axis = setUpData.leftElbow.joint.axis;
        leftElbowJointConfig.swingAxis = setUpData.leftElbow.joint.swingAxis;
        leftElbowJointConfig.lowTwistLimit = -90.0f;
        leftElbowJointConfig.highTwistLimit = 00.0f;
        leftElbowJointConfig.swing1Limit = 0.0f;
        setUpJoint(leftElbow, leftElbowJointConfig);

        //RightShoulder
        Transform rightShoulder = root.Find("UpperBody/Spine1/Spine2/RightShoulder");
        rightShoulder.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider rightShoulderCollision = rightShoulder.gameObject.AddComponent<CapsuleCollider>();
        rightShoulderCollision.center = setUpData.rightShoulder.collision.center;
        rightShoulderCollision.radius = setUpData.rightShoulder.collision.radius;
        rightShoulderCollision.height = setUpData.rightShoulder.collision.height;
        rightShoulderCollision.direction = 0;

        Rigidbody rightShoulderRigidbody = rightShoulder.gameObject.AddComponent<Rigidbody>();
        rightShoulderRigidbody.mass = 1.25f;
        rightShoulderRigidbody.useGravity = false;
        rightShoulderRigidbody.isKinematic = true;

        CharacterJointConfig rightShoulderJointConfig = new CharacterJointConfig();
        rightShoulderJointConfig.connectedBody = root.rigidbody;
        rightShoulderJointConfig.axis = setUpData.rightShoulder.joint.axis;
        rightShoulderJointConfig.swingAxis = setUpData.rightShoulder.joint.swingAxis;
        rightShoulderJointConfig.lowTwistLimit = -70.0f;
        rightShoulderJointConfig.highTwistLimit = 10.0f;
        rightShoulderJointConfig.swing1Limit = 50.0f;
        setUpJoint(rightShoulder, rightShoulderJointConfig);

        //RightElbow
        Transform rightElbow = root.Find("UpperBody/Spine1/Spine2/RightShoulder/RightElbow");
        rightElbow.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider rightElbowCollision = rightElbow.gameObject.AddComponent<CapsuleCollider>();
        rightElbowCollision.center = setUpData.rightElbow.collision.center;
        rightElbowCollision.radius = setUpData.rightElbow.collision.radius;
        rightElbowCollision.height = setUpData.rightElbow.collision.height;
        rightElbowCollision.direction = 0;

        Rigidbody rightElbowRigidbody = rightElbow.gameObject.AddComponent<Rigidbody>();
        rightElbowRigidbody.mass = 1.25f;
        rightElbowRigidbody.useGravity = false;
        rightElbowRigidbody.isKinematic = true;

        CharacterJointConfig rightElbowJointConfig = new CharacterJointConfig();
        rightElbowJointConfig.connectedBody = rightShoulder.rigidbody;
        rightElbowJointConfig.axis = setUpData.rightElbow.joint.axis;
        rightElbowJointConfig.swingAxis = setUpData.rightElbow.joint.swingAxis;
        rightElbowJointConfig.lowTwistLimit = -90.0f;
        rightElbowJointConfig.highTwistLimit = 00.0f;
        rightElbowJointConfig.swing1Limit = 0.0f;
        setUpJoint(rightElbow, rightElbowJointConfig);
    }
Пример #6
0
    CharacterJoint setUpJoint(Transform target, CharacterJointConfig config)
    {
        CharacterJoint newCharacterJoint = target.gameObject.AddComponent<CharacterJoint>();
        newCharacterJoint.connectedBody = config.connectedBody;
        newCharacterJoint.anchor = new Vector3(0.0f, 0.0f, 0.0f);
        newCharacterJoint.axis = config.axis;
        newCharacterJoint.swingAxis = config.swingAxis;

        SoftJointLimit lowTwistLimit = new SoftJointLimit();
        lowTwistLimit.limit = config.lowTwistLimit;
        newCharacterJoint.lowTwistLimit = lowTwistLimit;

        SoftJointLimit highTwistLimit = new SoftJointLimit();
        highTwistLimit.limit = config.highTwistLimit;
        newCharacterJoint.highTwistLimit = highTwistLimit;

        SoftJointLimit swing1Limit = new SoftJointLimit();
        swing1Limit.limit = config.swing1Limit;
        newCharacterJoint.swing1Limit = swing1Limit;

        SoftJointLimit swing2Limit = new SoftJointLimit();
        swing2Limit.limit =  0.0f;
        newCharacterJoint.swing2Limit = swing2Limit;

        return newCharacterJoint;
    }
Пример #7
0
    public void SetUp(RagDollData setUpData)
    {
        root = setUpData.rootTransform;
        string layerName = setUpData.layerName;

        //Root
        root.gameObject.layer = LayerMask.NameToLayer(layerName);
        BoxCollider rootCollision = root.gameObject.AddComponent <BoxCollider>();

        rootCollision.center = setUpData.root.collision.center;
        rootCollision.size   = setUpData.root.collision.size;

        Rigidbody rootRigidbody = root.gameObject.AddComponent <Rigidbody>();

        rootRigidbody.mass        = 3.125f;
        rootRigidbody.useGravity  = false;
        rootRigidbody.isKinematic = true;
        rootRigidbody.drag        = 2f;
        rootRigidbody.angularDrag = 5f;


        //LeftHip
        Transform leftHip = root.Find("Man:LeftUpperLeg");

        if (!leftHip)
        {
            Debug.Log("Can't find leftHip on " + transform.name);
        }
        leftHip.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider leftHipCollision = leftHip.gameObject.AddComponent <CapsuleCollider>();

        leftHipCollision.center    = setUpData.leftHip.collision.center;
        leftHipCollision.radius    = setUpData.leftHip.collision.radius;
        leftHipCollision.height    = setUpData.leftHip.collision.height;
        leftHipCollision.direction = 1;

        Rigidbody leftHipRigidbody = leftHip.gameObject.AddComponent <Rigidbody>();

        leftHipRigidbody.mass        = 1.875f;
        leftHipRigidbody.useGravity  = false;
        leftHipRigidbody.isKinematic = true;
        leftHipRigidbody.drag        = 2f;
        leftHipRigidbody.angularDrag = 5f;


        CharacterJointConfig leftHipJointConfig = new CharacterJointConfig();

        leftHipJointConfig.connectedBody  = root.GetComponent <Rigidbody>();
        leftHipJointConfig.axis           = setUpData.leftHip.joint.axis;
        leftHipJointConfig.swingAxis      = setUpData.leftHip.joint.swingAxis;
        leftHipJointConfig.lowTwistLimit  = -50.0f;
        leftHipJointConfig.highTwistLimit = 50.0f;
        leftHipJointConfig.swing1Limit    = 15.0f;
        leftHipJointConfig.swing2Limit    = 0.0f;
        setUpJoint(leftHip, leftHipJointConfig);

        //LeftKnee
        Transform leftKnee = root.Find("Man:LeftUpperLeg/Man:LeftLowerLeg");

        if (!leftKnee)
        {
            Debug.Log("Can't find leftKnee on " + transform.name);
        }
        leftKnee.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider leftKneeCollision = leftKnee.gameObject.AddComponent <CapsuleCollider>();

        leftKneeCollision.center    = setUpData.leftKnee.collision.center;
        leftKneeCollision.radius    = setUpData.leftKnee.collision.radius;
        leftKneeCollision.height    = setUpData.leftKnee.collision.height;
        leftKneeCollision.direction = 1;

        Rigidbody leftKneeRigidbody = leftKnee.gameObject.AddComponent <Rigidbody>();

        leftKneeRigidbody.mass        = 1.875f;
        leftKneeRigidbody.useGravity  = false;
        leftKneeRigidbody.isKinematic = true;
        leftKneeRigidbody.drag        = 2f;
        leftKneeRigidbody.angularDrag = 5f;


        CharacterJointConfig leftKneeJointConfig = new CharacterJointConfig();

        leftKneeJointConfig.connectedBody  = leftHip.GetComponent <Rigidbody>();
        leftKneeJointConfig.axis           = setUpData.leftKnee.joint.axis;
        leftKneeJointConfig.swingAxis      = setUpData.leftKnee.joint.swingAxis;
        leftKneeJointConfig.lowTwistLimit  = -80.0f;
        leftKneeJointConfig.highTwistLimit = 00.0f;
        leftKneeJointConfig.swing1Limit    = 0.0f;
        leftKneeJointConfig.swing2Limit    = 0.0f;
        setUpJoint(leftKnee, leftKneeJointConfig);

        //RightHip
        Transform rightHip = root.Find("Man:RightUpperLeg");

        if (!rightHip)
        {
            Debug.Log("Can't find rightHip on " + transform.name);
        }
        rightHip.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider rightHipCollision = rightHip.gameObject.AddComponent <CapsuleCollider>();

        rightHipCollision.center    = setUpData.rightHip.collision.center;
        rightHipCollision.radius    = setUpData.rightHip.collision.radius;
        rightHipCollision.height    = setUpData.rightHip.collision.height;
        rightHipCollision.direction = 1;

        Rigidbody rightHipRigidbody = rightHip.gameObject.AddComponent <Rigidbody>();

        rightHipRigidbody.mass        = 1.875f;
        rightHipRigidbody.useGravity  = false;
        rightHipRigidbody.isKinematic = true;
        rightHipRigidbody.drag        = 2f;
        rightHipRigidbody.angularDrag = 5f;


        CharacterJointConfig rightHipJointConfig = new CharacterJointConfig();

        rightHipJointConfig.connectedBody  = root.GetComponent <Rigidbody>();
        rightHipJointConfig.axis           = setUpData.rightHip.joint.axis;
        rightHipJointConfig.swingAxis      = setUpData.rightHip.joint.swingAxis;
        rightHipJointConfig.lowTwistLimit  = -50.0f;
        rightHipJointConfig.highTwistLimit = 50.0f;
        rightHipJointConfig.swing1Limit    = 15.0f;
        rightHipJointConfig.swing2Limit    = 0.0f;
        setUpJoint(rightHip, rightHipJointConfig);

        //RightKnee
        Transform rightKnee = root.Find("Man:RightUpperLeg/Man:RightLowerLeg");

        if (!rightKnee)
        {
            Debug.Log("Can't find rightKnee on " + transform.name);
        }
        rightKnee.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider rightKneeCollision = rightKnee.gameObject.AddComponent <CapsuleCollider>();

        rightKneeCollision.center    = setUpData.rightKnee.collision.center;
        rightKneeCollision.radius    = setUpData.rightKnee.collision.radius;
        rightKneeCollision.height    = setUpData.rightKnee.collision.height;
        rightKneeCollision.direction = 1;

        Rigidbody rightKneeRigidbody = rightKnee.gameObject.AddComponent <Rigidbody>();

        rightKneeRigidbody.mass        = 1.875f;
        rightKneeRigidbody.useGravity  = false;
        rightKneeRigidbody.isKinematic = true;
        rightKneeRigidbody.drag        = 2f;
        rightKneeRigidbody.angularDrag = 5f;


        CharacterJointConfig rightKneeJointConfig = new CharacterJointConfig();

        rightKneeJointConfig.connectedBody  = rightHip.GetComponent <Rigidbody>();
        rightKneeJointConfig.axis           = setUpData.rightKnee.joint.axis;
        rightKneeJointConfig.swingAxis      = setUpData.rightKnee.joint.swingAxis;
        rightKneeJointConfig.lowTwistLimit  = -80.0f;
        rightKneeJointConfig.highTwistLimit = 00.0f;
        rightKneeJointConfig.swing1Limit    = 0.0f;
        rightKneeJointConfig.swing2Limit    = 0.0f;
        setUpJoint(rightKnee, rightKneeJointConfig);


        //Spine
        Transform spine = root.Find("Man:Torso");

        if (!spine)
        {
            Debug.Log("Can't find spine on " + transform.name);
        }
        spine.gameObject.layer = LayerMask.NameToLayer(layerName);
        BoxCollider spineCollision = spine.gameObject.AddComponent <BoxCollider>();

        spineCollision.center = setUpData.spine.collision.center;
        spineCollision.size   = setUpData.spine.collision.size;

        Rigidbody spineRigidbody = spine.gameObject.AddComponent <Rigidbody>();

        spineRigidbody.mass        = 3.125f;
        spineRigidbody.useGravity  = false;
        spineRigidbody.isKinematic = true;
        spineRigidbody.drag        = 2f;
        spineRigidbody.angularDrag = 5f;


        CharacterJointConfig spineJointConfig = new CharacterJointConfig();

        spineJointConfig.connectedBody  = root.GetComponent <Rigidbody>();
        spineJointConfig.axis           = setUpData.spine.joint.axis;
        spineJointConfig.swingAxis      = setUpData.spine.joint.swingAxis;
        spineJointConfig.lowTwistLimit  = -20.0f;
        spineJointConfig.highTwistLimit = 20.0f;
        spineJointConfig.swing1Limit    = 10.0f;
        spineJointConfig.swing2Limit    = 0.0f;
        setUpJoint(spine, spineJointConfig);

        //Head
        Transform head = root.Find("Man:Torso/Man:Head");

        if (!head)
        {
            Debug.Log("Can't find head on " + transform.name);
        }
        head.gameObject.layer = LayerMask.NameToLayer(layerName);
        SphereCollider headCollision = head.gameObject.AddComponent <SphereCollider>();

        headCollision.center = setUpData.head.collision.center;
        headCollision.radius = setUpData.head.collision.radius;

        Rigidbody headRigidbody = head.gameObject.AddComponent <Rigidbody>();

        headRigidbody.mass        = 1.25f;
        headRigidbody.useGravity  = false;
        headRigidbody.isKinematic = true;
        headRigidbody.drag        = 2f;
        headRigidbody.angularDrag = 5f;


        CharacterJointConfig headJointConfig = new CharacterJointConfig();

        headJointConfig.connectedBody  = spine.GetComponent <Rigidbody>();
        headJointConfig.axis           = setUpData.head.joint.axis;
        headJointConfig.swingAxis      = setUpData.head.joint.swingAxis;
        headJointConfig.lowTwistLimit  = -40.0f;
        headJointConfig.highTwistLimit = 25.0f;
        headJointConfig.swing1Limit    = 25.0f;
        headJointConfig.swing2Limit    = 0.0f;
        setUpJoint(head, headJointConfig);

        //leftShoulder
        Transform leftShoulder = root.Find("Man:Torso/Man:LeftUpperArm");

        if (!leftShoulder)
        {
            Debug.Log("Can't find leftShoulder on " + transform.name);
        }
        leftShoulder.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider leftShoulderCollision = leftShoulder.gameObject.AddComponent <CapsuleCollider>();

        leftShoulderCollision.center    = setUpData.leftShoulder.collision.center;
        leftShoulderCollision.radius    = setUpData.leftShoulder.collision.radius;
        leftShoulderCollision.height    = setUpData.leftShoulder.collision.height;
        leftShoulderCollision.direction = 1;

        Rigidbody leftShoulderRigidbody = leftShoulder.gameObject.AddComponent <Rigidbody>();

        leftShoulderRigidbody.mass        = 1.25f;
        leftShoulderRigidbody.useGravity  = false;
        leftShoulderRigidbody.isKinematic = true;
        leftShoulderRigidbody.drag        = 2f;
        leftShoulderRigidbody.angularDrag = 5f;


        CharacterJointConfig leftShoulderJointConfig = new CharacterJointConfig();

        leftShoulderJointConfig.connectedBody  = spine.GetComponent <Rigidbody>();
        leftShoulderJointConfig.axis           = setUpData.leftShoulder.joint.axis;
        leftShoulderJointConfig.swingAxis      = setUpData.leftShoulder.joint.swingAxis;
        leftShoulderJointConfig.lowTwistLimit  = -70.0f;
        leftShoulderJointConfig.highTwistLimit = 30.0f;
        leftShoulderJointConfig.swing1Limit    = 45.0f;
        leftShoulderJointConfig.swing2Limit    = 45.0f;
        setUpJoint(leftShoulder, leftShoulderJointConfig);

        //leftElbow
        Transform leftElbow = root.Find("Man:Torso/Man:LeftUpperArm/Man:LeftLowerArm");

        if (!leftElbow)
        {
            Debug.Log("Can't find leftElbow on " + transform.name);
        }
        leftElbow.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider leftElbowCollision = leftElbow.gameObject.AddComponent <CapsuleCollider>();

        leftElbowCollision.center    = setUpData.leftElbow.collision.center;
        leftElbowCollision.radius    = setUpData.leftElbow.collision.radius;
        leftElbowCollision.height    = setUpData.leftElbow.collision.height;
        leftElbowCollision.direction = 1;

        Rigidbody leftElbowRigidbody = leftElbow.gameObject.AddComponent <Rigidbody>();

        leftElbowRigidbody.mass        = 1.25f;
        leftElbowRigidbody.useGravity  = false;
        leftElbowRigidbody.isKinematic = true;
        leftElbowRigidbody.drag        = 2f;
        leftElbowRigidbody.angularDrag = 5f;


        CharacterJointConfig leftElbowJointConfig = new CharacterJointConfig();

        leftElbowJointConfig.connectedBody  = leftShoulder.GetComponent <Rigidbody>();
        leftElbowJointConfig.axis           = setUpData.leftElbow.joint.axis;
        leftElbowJointConfig.swingAxis      = setUpData.leftElbow.joint.swingAxis;
        leftElbowJointConfig.lowTwistLimit  = -90.0f;
        leftElbowJointConfig.highTwistLimit = 00.0f;
        leftElbowJointConfig.swing1Limit    = 0.0f;
        leftElbowJointConfig.swing2Limit    = 0.0f;
        setUpJoint(leftElbow, leftElbowJointConfig);


        //RightShoulder
        Transform rightShoulder = root.Find("Man:Torso/Man:RightUpperArm");

        if (!rightShoulder)
        {
            Debug.Log("Can't find rightShoulder on " + transform.name);
        }
        rightShoulder.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider rightShoulderCollision = rightShoulder.gameObject.AddComponent <CapsuleCollider>();

        rightShoulderCollision.center    = setUpData.rightShoulder.collision.center;
        rightShoulderCollision.radius    = setUpData.rightShoulder.collision.radius;
        rightShoulderCollision.height    = setUpData.rightShoulder.collision.height;
        rightShoulderCollision.direction = 1;

        Rigidbody rightShoulderRigidbody = rightShoulder.gameObject.AddComponent <Rigidbody>();

        rightShoulderRigidbody.mass        = 1.25f;
        rightShoulderRigidbody.useGravity  = false;
        rightShoulderRigidbody.isKinematic = true;
        rightShoulderRigidbody.angularDrag = 5f;
        rightShoulderRigidbody.drag        = 2f;


        CharacterJointConfig rightShoulderJointConfig = new CharacterJointConfig();

        rightShoulderJointConfig.connectedBody  = spine.GetComponent <Rigidbody>();
        rightShoulderJointConfig.axis           = setUpData.rightShoulder.joint.axis;
        rightShoulderJointConfig.swingAxis      = setUpData.rightShoulder.joint.swingAxis;
        rightShoulderJointConfig.lowTwistLimit  = -30.0f;
        rightShoulderJointConfig.highTwistLimit = 70.0f;
        rightShoulderJointConfig.swing1Limit    = 45.0f;
        rightShoulderJointConfig.swing2Limit    = 45.0f;
        setUpJoint(rightShoulder, rightShoulderJointConfig);

        //RightElbow
        Transform rightElbow = root.Find("Man:Torso/Man:RightUpperArm/Man:RightLowerArm");

        if (!rightElbow)
        {
            Debug.Log("Can't find rightElbow on " + transform.name);
        }
        rightElbow.gameObject.layer = LayerMask.NameToLayer(layerName);
        CapsuleCollider rightElbowCollision = rightElbow.gameObject.AddComponent <CapsuleCollider>();

        rightElbowCollision.center    = setUpData.rightElbow.collision.center;
        rightElbowCollision.radius    = setUpData.rightElbow.collision.radius;
        rightElbowCollision.height    = setUpData.rightElbow.collision.height;
        rightElbowCollision.direction = 1;

        Rigidbody rightElbowRigidbody = rightElbow.gameObject.AddComponent <Rigidbody>();

        rightElbowRigidbody.mass        = 1.25f;
        rightElbowRigidbody.useGravity  = false;
        rightElbowRigidbody.isKinematic = true;
        rightElbowRigidbody.angularDrag = 5f;
        rightElbowRigidbody.drag        = 2f;

        CharacterJointConfig rightElbowJointConfig = new CharacterJointConfig();

        rightElbowJointConfig.connectedBody  = rightShoulder.GetComponent <Rigidbody>();
        rightElbowJointConfig.axis           = setUpData.rightElbow.joint.axis;
        rightElbowJointConfig.swingAxis      = setUpData.rightElbow.joint.swingAxis;
        rightElbowJointConfig.lowTwistLimit  = -90.0f;
        rightElbowJointConfig.highTwistLimit = 00.0f;
        rightElbowJointConfig.swing1Limit    = 0.0f;
        rightElbowJointConfig.swing2Limit    = 0.0f;
        setUpJoint(rightElbow, rightElbowJointConfig);

        disableColliders();
    }