pub struct UnityAvatar {Show 16 fields
pub avatar: ObjRef,
pub name: String,
pub skeleton: AvatarSkeleton,
pub skeleton_pose: Vec<Xform>,
pub default_pose: Vec<Xform>,
pub skeleton_name_ids: Vec<u32>,
pub human: Option<AvatarHuman>,
pub human_skeleton_index: Vec<i64>,
pub human_skeleton_reverse: Vec<i64>,
pub root_motion_bone_index: i64,
pub root_motion_bone: Xform,
pub root_motion_skeleton: AvatarSkeleton,
pub root_motion_pose: Vec<Xform>,
pub root_motion_skeleton_index: Vec<i64>,
pub tos: Vec<(u32, String)>,
pub description: HumanDescription,
}Expand description
An Avatar object as stored: the skeleton Mecanim animates and, for a humanoid, its muscle axes.
Fields§
§avatar: ObjRefThe Avatar object.
name: Stringm_Name.
skeleton: AvatarSkeletonm_AvatarSkeleton: the nodes Mecanim animates.
skeleton_pose: Vec<Xform>The skeleton’s pose (m_AvatarSkeletonPose) and its default pose (m_DefaultPose), a transform a node.
default_pose: Vec<Xform>m_DefaultPose: a transform for each node.
skeleton_name_ids: Vec<u32>m_SkeletonNameIDArray.
human: Option<AvatarHuman>A humanoid’s data; None for a generic avatar (its human skeleton is empty).
human_skeleton_index: Vec<i64>Which avatar skeleton node each human skeleton node is (m_HumanSkeletonIndexArray) and the reverse.
human_skeleton_reverse: Vec<i64>m_HumanSkeletonReverseIndexArray.
root_motion_bone_index: i64m_RootMotionBoneIndex.
root_motion_bone: Xformm_RootMotionBoneX.
root_motion_skeleton: AvatarSkeletonm_RootMotionSkeleton.
root_motion_pose: Vec<Xform>Empty when the avatar stores no pose for its root motion nodes.
root_motion_skeleton_index: Vec<i64>m_RootMotionSkeletonIndexArray.
tos: Vec<(u32, String)>The CRC-32 of a path and the path (m_TOS).
description: HumanDescriptionm_HumanDescription.