Mecanim 骨骼名称与骨架中骨骼名称之间的映射。
数组中的每个项目都是一个 HumanBone 对象,其中包含 Mecanim 化身骨骼名称、模型中的骨骼名称(Mecanim 骨骼映射到的模型骨骼)和决定该骨骼运动极限的“肌肉”。骨骼可以按任意顺序列出,但 Mecanim 要求您定义一定数量的骨骼;使用 HumanTrait.RequiredBone 可以获取所有必需骨骼的列表。
另请参阅:HumanBone、HumanTrait.BoneName、HumanTrait.RequiredBone。
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