The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy.
function Start() { var boneName = new System.Collections.Generic.Dictionary.<String, String>(); boneName["Chest"] = "Bip001 Spine2"; boneName["Head"] = "Bip001 Head"; boneName["Hips"] = "Bip001 Pelvis"; boneName["LeftFoot"] = "Bip001 L Foot"; boneName["LeftHand"] = "Bip001 L Hand"; boneName["LeftLowerArm"] = "Bip001 L Forearm"; boneName["LeftLowerLeg"] = "Bip001 L Calf"; boneName["LeftShoulder"] = "Bip001 L Clavicle"; boneName["LeftUpperArm"] = "Bip001 L UpperArm"; boneName["LeftUpperLeg"] = "Bip001 L Thigh"; boneName["RightFoot"] = "Bip001 R Foot"; boneName["RightHand"] = "Bip001 R Hand"; boneName["RightLowerArm"] = "Bip001 R Forearm"; boneName["RightLowerLeg"] = "Bip001 R Calf"; boneName["RightShoulder"] = "Bip001 R Clavicle"; boneName["RightUpperArm"] = "Bip001 R UpperArm"; boneName["RightUpperLeg"] = "Bip001 R Thigh"; boneName["Spine"] = "Bip001 Spine1"; var humanName: String[] = HumanTrait.BoneName; var humanBones: HumanBone[] = new HumanBone[boneName.Count]; var j = 0; for (var i = 0; i < humanName.Length; i++) { if (boneName.ContainsKey(humanName[i])) { var humanBone = new HumanBone(); humanBone.humanName = humanName[i]; humanBone.boneName = boneName[humanName[i]]; humanBone.limit.useDefaultValues = true; humanBones[j++] = humanBone; } } }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void Start() { stringstring boneName = new System.Collections.Generic.Dictionary<string, string>(); boneName["Chest"] = "Bip001 Spine2"; boneName["Head"] = "Bip001 Head"; boneName["Hips"] = "Bip001 Pelvis"; boneName["LeftFoot"] = "Bip001 L Foot"; boneName["LeftHand"] = "Bip001 L Hand"; boneName["LeftLowerArm"] = "Bip001 L Forearm"; boneName["LeftLowerLeg"] = "Bip001 L Calf"; boneName["LeftShoulder"] = "Bip001 L Clavicle"; boneName["LeftUpperArm"] = "Bip001 L UpperArm"; boneName["LeftUpperLeg"] = "Bip001 L Thigh"; boneName["RightFoot"] = "Bip001 R Foot"; boneName["RightHand"] = "Bip001 R Hand"; boneName["RightLowerArm"] = "Bip001 R Forearm"; boneName["RightLowerLeg"] = "Bip001 R Calf"; boneName["RightShoulder"] = "Bip001 R Clavicle"; boneName["RightUpperArm"] = "Bip001 R UpperArm"; boneName["RightUpperLeg"] = "Bip001 R Thigh"; boneName["Spine"] = "Bip001 Spine1"; string[] humanName = HumanTrait.BoneName; HumanBone[] humanBones = new HumanBone[boneName.Count]; int j = 0; int i = 0; while (i < humanName.Length) { if (boneName.ContainsKey(humanName[i])) { HumanBone humanBone = new HumanBone(); humanBone.humanName = humanName[i]; humanBone.boneName = boneName[humanName[i]]; humanBone.limit.useDefaultValues = true; humanBones[j++] = humanBone; } i++; } } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Start() as void: boneName as System.Collections.Generic.Dictionary[of string, string] = System.Collections.Generic.Dictionary[of string, string]() boneName['Chest'] = 'Bip001 Spine2' boneName['Head'] = 'Bip001 Head' boneName['Hips'] = 'Bip001 Pelvis' boneName['LeftFoot'] = 'Bip001 L Foot' boneName['LeftHand'] = 'Bip001 L Hand' boneName['LeftLowerArm'] = 'Bip001 L Forearm' boneName['LeftLowerLeg'] = 'Bip001 L Calf' boneName['LeftShoulder'] = 'Bip001 L Clavicle' boneName['LeftUpperArm'] = 'Bip001 L UpperArm' boneName['LeftUpperLeg'] = 'Bip001 L Thigh' boneName['RightFoot'] = 'Bip001 R Foot' boneName['RightHand'] = 'Bip001 R Hand' boneName['RightLowerArm'] = 'Bip001 R Forearm' boneName['RightLowerLeg'] = 'Bip001 R Calf' boneName['RightShoulder'] = 'Bip001 R Clavicle' boneName['RightUpperArm'] = 'Bip001 R UpperArm' boneName['RightUpperLeg'] = 'Bip001 R Thigh' boneName['Spine'] = 'Bip001 Spine1' humanName as (string) = HumanTrait.BoneName humanBones as (HumanBone) = array[of HumanBone](boneName.Count) j as int = 0 i as int = 0 while i < humanName.Length: if boneName.ContainsKey(humanName[i]): humanBone as HumanBone = HumanBone() humanBone.humanName = humanName[i] humanBone.boneName = boneName[humanName[i]] humanBone.limit.useDefaultValues = true humanBones[(j++)] = humanBone i++
boneName | The name of the bone to which the Mecanim human bone is mapped. |
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humanName | The name of the Mecanim human bone to which the bone from the model is mapped. |
limit | The rotation limits that define the muscle for this bone. |