Version: 2019.4

MuscleHandle

struct in UnityEngine.Animations

マニュアルに切り替える

説明

Handle 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;

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(); } }

Static 変数

muscleHandleCountThe total number of DoF parts in a humanoid. (Read Only)

変数

dofThe muscle human sub-part. (Read Only)
humanPartDofThe muscle human part. (Read Only)
nameThe name of the muscle. (Read Only)

コンストラクタ

MuscleHandleThe different constructors that creates the muscle handle.

Static 関数

GetMuscleHandlesFills the array with all the possible muscle handles on a humanoid.