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); }