struct in UnityEngine.Experimental.Animations
Cambiar al ManualHandle for a muscle in the AnimationHumanStream.
MuscleHandle can only be used on AnimationHumanStream, otherwise an InvalidOperationException
is thrown.
using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables; using UnityEngine.Experimental.Animations;
public struct MuscleHandleExampleJob : IAnimationJob { public MuscleHandle muscleHandle;
public void ProcessRootMotion(AnimationStream stream) {} public void ProcessAnimation(AnimationStream stream) { AnimationHumanStream humanStream = stream.AsHuman();
// Get a muscle value. float muscleValue = humanStream.GetMuscle(muscleHandle);
// Set a muscle value. humanStream.SetMuscle(muscleHandle, muscleValue); } }
[RequireComponent(typeof(Animator))] public class MuscleHandleExample : MonoBehaviour { void Start() { var graph = PlayableGraph.Create(); var output = AnimationPlayableOutput.Create(graph, "output", GetComponent<Animator>());
var job = new MuscleHandleExampleJob(); job.muscleHandle = new MuscleHandle(HumanPartDof.LeftArm, ArmDof.HandDownUp);
var scriptPlayable = AnimationScriptPlayable.Create(graph, job); output.SetSourcePlayable(scriptPlayable);
graph.Evaluate(1.0f);
graph.Destroy(); } }
muscleHandleCount | The total number of DoF parts in a humanoid. (Read Only) |
dof | The muscle human sub-part. (Read Only) |
humanPartDof | The muscle human part. (Read Only) |
name | The name of the muscle. (Read Only) |
MuscleHandle | The different constructors that creates the muscle handle. |
GetMuscleHandles | Fills the array with all the possible muscle handles on a humanoid. |