void _control_Animation_FixedBoneChanged(object sender, FixedBoneChangeEventArgs e) { //Recalculate animation.... int[] animationOrder = _acf.getAnimationOrder(); int numFrames = _acf.NumberStepsPerPositionChange; SetupWristDistancesForAnimation(e.BoneIndex, animationOrder, numFrames, (double)_acf.DistanceMapMaximumValue, _acf.GetContourDistancesToCalculate(), _acf.GetContourColorsToCalculate()); _fullWrist.SetupWristForAnimation(e.BoneIndex, animationOrder, numFrames); updateAnimationFrame(); //make certain we are on the correct frame... }
void _wristControl_FixedBoneChanged(object sender, FixedBoneChangeEventArgs e) { //check for existing inverse swtich if (_currentRelativeBoneInverseSwitch != null) { _root.removeChild(_currentRelativeBoneInverseSwitch); _currentRelativeBoneInverseSwitch = null; } //if this is the 0 index bone, then we don't do anything :) if (e.BoneIndex == 0) { return; } //now lets add in the new one. _root.insertNode(_inverseTransformsSwitch[e.BoneIndex], 0); _currentRelativeBoneInverseSwitch = _inverseTransformsSwitch[e.BoneIndex]; int currentFrame = _animationControl.currentFrame; _currentRelativeBoneInverseSwitch.whichChild(currentFrame); }
void _control_FixedBoneChanged(object sender, FixedBoneChangeEventArgs e) { _fixedBoneIndex = e.BoneIndex; _fullXromm.SetToPositionAndFixedBoneAndTrial(_animationControl.currentFrame, _fixedBoneIndex, _currentTrialIndex); }
void _control_FixedBoneChanged(object sender, FixedBoneChangeEventArgs e) { MoveToPosition(_currentPositionIndex, e.BoneIndex); }