protected override void MapBones()
{
bones[0] = HipCenter;
bones[1] = Spine;
bones[2] = ShoulderCenter;
bones[3] = Neck;
// bones[4] = Head;
bones[5] = ShoulderLeft;
bones[6] = ElbowLeft;
bones[7] = HandLeft;
bones[8] = FingersLeft;
// bones[9] = FingerTipsLeft;
// bones[10] = ThumbLeft;
bones[11] = ShoulderRight;
bones[12] = ElbowRight;
bones[13] = HandRight;
bones[14] = FingersRight;
// bones[15] = FingerTipsRight;
// bones[16] = ThumbRight;
bones[17] = HipLeft;
bones[18] = KneeLeft;
bones[19] = FootLeft;
// bones[20] = ToesLeft;
bones[21] = HipRight;
bones[22] = KneeRight;
bones[23] = FootRight;
// bones[24] = ToesRight;
// special bones
bones[25] = ClavicleLeft;
bones[26] = ClavicleRight;
// body root and offset
bodyRoot = BodyRoot;
//offsetNode = OffsetNode;
// if(offsetNode == null)
// {
// offsetNode = new GameObject(name + "Ctrl") { layer = transform.gameObject.layer, tag = transform.gameObject.tag };
// offsetNode.transform.position = transform.position;
// offsetNode.transform.rotation = transform.rotation;
// offsetNode.transform.parent = transform.parent;
//
// transform.parent = offsetNode.transform;
// transform.localPosition = Vector3.zero;
// transform.localRotation = Quaternion.identity;
// }
// if(bodyRoot == null)
// {
// bodyRoot = transform;
// }
}