示例#1
0
        /// <summary>
        /// Gets the transforms for all animated bones.
        /// </summary>
        /// <returns>Array of transforms.</returns>
        /// <param name="umaSkeleton">Skeleton containing transforms.</param>
        public Transform[] GetAnimatedBones(UMASkeleton umaSkeleton)
        {
            if (umaSkeleton == null) return null;

            ValidateBoneHashes();

            var res = new Transform[boneHashes.Length];
            for(int i = 0; i < boneHashes.Length; i++ )
            {
                res[i] = umaSkeleton.GetBoneGameObject(boneHashes[i]).transform;
            }
            return res;
        }
示例#2
0
        /// <summary>
        /// Restores all the bones used by poses in the set to default (post DNA) position.
        /// </summary>
        /// <param name="umaSkeleton">Skeleton to be reset.</param>
        /// <param name="logErrors"></param>
        public void RestoreBones(UMASkeleton umaSkeleton, bool logErrors = false)
        {
            if (umaSkeleton == null)
            {
                return;
            }

            ValidateBoneHashes();

            foreach (int hash in boneHashes)
            {
                if (!umaSkeleton.Restore(hash))
                {
                    if (logErrors)
                    {
                        //Since this generally logs like crazy which screws everything anyway, it might be nice to provide some useful information?
                        var    umaname  = umaSkeleton.GetBoneGameObject(umaSkeleton.rootBoneHash).GetComponentInParent <UMAAvatarBase>().gameObject.name;
                        string boneName = "";
                        foreach (PosePair pair in posePairs)
                        {
                            if (pair.primary != null)
                            {
                                foreach (UMABonePose.PoseBone bone in pair.primary.poses)
                                {
                                    if (bone.hash == hash)
                                    {
                                        boneName = bone.bone;
                                    }
                                }
                            }
                            if (pair.inverse != null)
                            {
                                foreach (UMABonePose.PoseBone bone in pair.inverse.poses)
                                {
                                    if (bone.hash == hash)
                                    {
                                        boneName = bone.bone;
                                    }
                                }
                            }
                        }
                        if (Debug.isDebugBuild)
                        {
                            Debug.LogWarning("Couldn't reset bone! " + boneName + " on " + umaname);
                        }
                    }
                }
            }
        }
示例#3
0
        /// <summary>
        /// Gets the transforms for all animated bones.
        /// </summary>
        /// <returns>Array of transforms.</returns>
        /// <param name="umaSkeleton">Skeleton containing transforms.</param>
        public Transform[] GetAnimatedBones(UMASkeleton umaSkeleton)
        {
            if (umaSkeleton == null)
            {
                return(null);
            }

            ValidateBoneHashes();

            var res = new Transform[boneHashes.Length];

            for (int i = 0; i < boneHashes.Length; i++)
            {
                res[i] = umaSkeleton.GetBoneGameObject(boneHashes[i]).transform;
            }
            return(res);
        }