public sealed class BodyVariationBody proportions across a range, which is the axis the whole document is about.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Scales every joint's bind offset and rebuilds the skeleton, so a clip authored on one body is genuinely played on another rather than on the same one with a number changed. The proxy shapes go with it — a shape set left at the original size on a body half the height is a set that no longer touches the body, and every contact would read as a miss for a reason that is the harness's fault rather than the clip's.
⚠ Uniform, and that is a real limitation rather than a simplification. A long-armed short character is the interesting case and this cannot make one; doc 33's character creator produces those, and this takes whatever bodies it is given through Bodies. What this source is for is the cheap sweep somebody runs before they have a body range at all.
Fields and properties (2)
public string NameWhat it varies.
public int CountHow many values it takes.
Methods (4)
public BodyVariation(Skeleton skeleton, params ReadOnlySpan<float> scales)Varies a rig's size across a set of factors.
public string Label(int index)What one of them is called.
public void Apply(int index, HarnessSubject subject)Sets a subject up for one of them.
public static Skeleton Resize(Skeleton skeleton, float scale)The same rig at a different size.
Used by (3)
- HarnessPlanContentVixen.Animation
- HarnessTestsVixen.Animation.Tests
- HarnessViewTestsVixen.Editor.AssetEditors.Tests