/// <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; }
/// <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); } } } } }
/// <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); }