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Unity3D中文文档

script:unityengine:classes:humanbone:humanbone

HumanBone 人类骨骼

Description 描述

The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy.

在模型中的骨骼和Mecanim人类结构概念骨骼之间的映射。

The names of the Mecanim human bone and the bone in the model are stored along with the limiting muscle values that constrain the bone's rotation during animation.

Mecanim人类骨骼和模型的骨骼的名字随着限制肌肉约束骨骼的旋转动画过程中的值一起被储存。

JavaScript:

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;
		}
	}
}

C#:

using UnityEngine;
using System.Collections;
 
public class ExampleClass : 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++;
        }
    }
}

Variables 变量

boneNameThe name of the bone to which the Mecanim human bone is mapped.
Mecanim人类骨骼被映射的骨骼的名称。
humanNameThe name of the Mecanim human bone to which the bone from the model is mapped.
从模型映射的Mecanim人类骨骼的名称。
limitThe rotation limits that define the muscle for this bone.
定义用于该肌肉用于这个骨骼的旋转限制。
script/unityengine/classes/humanbone/humanbone.txt · 最后更改: 2016/08/02 05:25 (外部编辑)