示例#1
0
    //binds the objects in the object hierarchy to a pose, either current or base
    void setPose(bool boundToCurrent)
    {
        for (int jointID = 0; jointID < animData.poseBase.Length; jointID++)
        {
            animationTransformData tData = new animationTransformData(0);
            if (boundToCurrent)
            {
                KeyFrame currentKey = animData.poseBase[jointID].keyFrames[currentKeyFrame];
                tData.setTransformIndividual(currentKey.keyPosition, currentKey.keyQRotation, currentKey.scale);
            }

            ForwardKinematics.setData(gameObjectHierarchy, animData, tData, jointID);
        }
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        int jointCount = animationObjectHierData.ObjectHierarchy.Count;

        currentKeyFrame++;
        if (currentKeyFrame > maxFrame)
        {
            currentKeyFrame = 0;
        }

        blendPoseData poseDataResult = blendTreeData.useBlendTree(blendTreeData, currentKeyFrame);

        for (int i = 0; i < jointCount; i++)
        {
            ForwardKinematics.setData(animationObjectHierData, animData, poseDataResult.getPoseData(i), i);
        }
    }