Represents a individual rig pose for the AvatarItem this is part of
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void | Snapshot () |
| Sets the default value of the rig before applying this pose, so that it can be restored when the pose is deactivated
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void | GenerateFromCurrent () |
| Makes a snapshot and uses that snapshot as the "active" pose
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void | RestorePrevious () |
| Puts rig back into the position before being driven
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void | Drive () |
| Drives the current pose placing the rig in the requestd position, see also DrivePose(PoseTarget pose)
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void | DrivePose (PoseTarget pose, bool allowSnapshot=true) |
| Apply the given PoseTarget to this AvatarItem, this rotates the rig More...
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void | HoldPose () |
| Activate this target pose by applying it to the AvatarItem's rig While being driven the pose will constantly lock in place during LateUpdate This means animations will not work while being held
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void | ReleasePose () |
| Restore the AvatarItem's rig to it's original pose (or the last pose in which the Snapshot funciton was called)
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void | Debug () |
| Print out information about this pose to the Unity Debug log
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virtual CompoundItem | FindParentCompound () |
| Find the parent CompoundItem which this Item is attached to, if it exists, otherwise null
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virtual AvatarItem | FindAvatarItem () |
| Returns the AvatarItem this item is attached to (if found, note may return null)
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virtual RigItem | FindRigItem () |
| Finds the current RigItem associated on this Avatar Hierarchy More...
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bool | RestoreStateOnDestroy = false |
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bool | UsePositions = false |
| if true, not only rotate but also move the bones physical locations This is typically ONLY done with T-Pose to "reset" the figure for bindposes
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bool | SnapshotWhenDriven = true |
| Do we store the current snapshot whenever we apply this pose this means when we call RestorePrevious or ReleasePose it will restore to the state we had when we triggered a drive or hold call
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PoseTarget | PoseDataSnapshot |
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PoseTarget | _PoseDataTarget |
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bool | _isApplied = false |
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bool | _isHolding = false |
| When true during update loop the PoseDataTarget will be driven, this will override things like animations
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RigItem | _rigItem |
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List< string > | _trackingIds = null |
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PoseTarget | PoseDataTarget [getset] |
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RigItem | rigItem [get] |
| Rig item tied to this PoseItem
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bool | IsHolding [get] |
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bool | CanDrive [get] |
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bool | CanRestore [get] |
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virtual McsSdk20.Primitives.AstraPrimitiveType | PrimitiveType [get] |
| Retrieve the primitive type for this item
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virtual McsSdk20.Primitives.SchematicType | SchematicType [get] |
| Retrieve the schematic type for this item
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string | AstraGuid [getset] |
| Guid for this item to identify it in the Astra Service
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string | AstraName [getset] |
| Display name for this item
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string | AstraInstanceId [getset] |
| Guid representing an instance of this item
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string | AstraGuid [getset] |
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string | AstraName [getset] |
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string | AstraInstanceId [getset] |
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Represents a individual rig pose for the AvatarItem this is part of
◆ DrivePose()
void Astra.Asset.PoseItem.DrivePose |
( |
PoseTarget |
pose, |
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bool |
allowSnapshot = true |
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) |
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inline |
Apply the given PoseTarget to this AvatarItem, this rotates the rig
- Parameters
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pose | The pose you want the rig to take on |
allowSnapshot | If true and "SnapshotWhenDriven" is also true the PoseDataSnapshot will be recorded before the bones are adjusted |
The documentation for this class was generated from the following file:
- Assets/Astra/Asset/Rig/PoseItem.cs