internal static void BipedPose(GameObject go, AvatarSetupTool.BoneWrapper[] bones) { BipedPose(go.transform, true); Quaternion rotation = AvatarSetupTool.AvatarComputeOrientation(bones); go.transform.rotation = Quaternion.Inverse(rotation) * go.transform.rotation; AvatarSetupTool.MakeCharacterPositionValid(bones); }
protected void BipedPose() { AvatarBipedMapper.BipedPose(gameObject, m_Bones); AvatarSetupTool.TransferPoseToDescription(m_Skeleton, root); m_Inspector.Repaint(); }