从一个 Playable 传递到另一个的人形动画数据流。
AnimationHumanStream 结构通过动画 Playable 结构(如 AnimationClipPlayable 和 AnimationMixerPlayable)传递。与 IAnimationJobPlayable(如 AnimationScriptPlayable)一起使用时,可以修改它们。
实现 IAnimationJobPlayable 的 Playable 采用自定义 C# 作业,该作业必须实现 IAnimationJob,然后在动画处理通道中将 AnimationHumanStream 传递给它的回调。
另请参阅:AnimationStream、AnimationStream.isHumanStream 和 AnimationStream.AsHuman()。
bodyLocalPosition | 身体质心相对于根的位置。 |
bodyLocalRotation | 身体质心相对于根的旋转。 |
bodyPosition | 身体质心在世界空间中的位置。 |
bodyRotation | 身体质心在世界空间中的旋转。 |
humanScale | Avatar 的缩放。(只读) |
isValid | 如果流有效,则返回 true;否则返回 false。(只读) |
leftFootHeight | 左脚离地高度。(只读) |
leftFootVelocity | 上一次计算帧中的左脚速度。(只读) |
rightFootHeight | 右脚离地高度。(只读) |
rightFootVelocity | 上一次计算帧中的右脚速度。(只读) |
GetGoalLocalPosition | 返回此反向动力学目标相对于根的位置。 |
GetGoalLocalRotation | 返回此反向动力学目标相对于根的旋转。 |
GetGoalPosition | 返回此反向动力学目标在世界空间中的位置。 |
GetGoalPositionFromPose | 返回从流当前姿势计算的此反向动力学目标在世界空间中的位置。 |
GetGoalRotation | 返回此反向动力学目标在世界空间中的旋转。 |
GetGoalRotationFromPose | 返回从流当前姿势计算的此反向动力学目标在世界空间中的旋转。 |
GetGoalWeightPosition | 返回反向动力学目标的位置权重。 |
GetGoalWeightRotation | 返回反向动力学目标的旋转权重。 |
GetHintPosition | 返回此反向动力学提示在世界空间中的位置。 |
GetHintWeightPosition | 返回反向动力学提示的位置权重。 |
GetMuscle | 返回肌肉值。 |
ResetToStancePose | 将当前姿势重置为站立姿势(T 形姿势)。 |
SetGoalLocalPosition | 设置此反向动力学目标相对于根的位置。 |
SetGoalLocalRotation | 设置此反向动力学目标相对于根的旋转。 |
SetGoalPosition | 设置此反向动力学目标在世界空间中的位置。 |
SetGoalRotation | 设置此反向动力学目标在世界空间中的旋转。 |
SetGoalWeightPosition | 设置反向动力学目标的位置权重。 |
SetGoalWeightRotation | 设置反向动力学目标的旋转权重。 |
SetHintPosition | 设置此反向动力学提示在世界空间中的位置。 |
SetHintWeightPosition | 设置反向动力学提示的位置权重。 |
SetLookAtBodyWeight | 设置 LookAt 身体权重。 |
SetLookAtClampWeight | 设置 LookAt 钳制权重。 |
SetLookAtEyesWeight | 设置 LookAt 眼睛权重。 |
SetLookAtHeadWeight | 设置 LookAt 头部权重。 |
SetLookAtPosition | 设置世界空间中的 LookAt 位置。 |
SetMuscle | 设置肌肉值。 |
SolveIK | 执行反向动力学解算器。 |
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