public sealed class RetargetMapWhich joint of one skeleton drives which joint of another, and how much of it it takes.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Indexed by the target, not the source. A target joint has at most one source, a source joint may drive several targets or none, and the pass that does the work walks target joints in order. Storing it the other way round would mean a search per joint per frame to answer the question the loop actually asks.
Names are matched once, here. Two rigs from different tools agree on almost nothing — mixamorig:LeftForeArm, lowerarm_l, arm.L — so the mapping is authored, and ByName is the shortcut for the case where somebody has already made the names agree.
Fields and properties (6)
public Skeleton SourceThe skeleton the animation was authored on.
public Skeleton TargetThe skeleton it is being moved to.
public ReadOnlySpan<int> SourceOfWhich source joint drives each target joint, or −1. Indexed by target joint.
public ReadOnlySpan<RetargetMode> ModesWhat each target joint takes. Indexed by target joint.
public int MappedJointCountHow many target joints have a source.
public int TranslationJointWhich target joint carries the character through the world, or −1.
Methods (1)
public static RetargetMap.Builder Between(Skeleton source, Skeleton target)Starts a mapping between two skeletons, with nothing mapped.
Used by (3)
- BuilderVixen.Animation
- RetargetingTestsVixen.Animation.Tests
- SkeletonRetargetVixen.Animation