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Var name updates and doc url update
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2 changed files with 5 additions and 5 deletions
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@ -661,8 +661,8 @@ class AvatarExporter : MonoBehaviour {
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// write out joint mappings to fst file
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// write out joint mappings to fst file
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foreach (var userBoneInfo in userBoneInfos) {
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foreach (var userBoneInfo in userBoneInfos) {
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if (userBoneInfo.Value.HasHumanMapping()) {
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if (userBoneInfo.Value.HasHumanMapping()) {
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string vircJointName = HUMANOID_TO_OVERTE_JOINT_NAME[userBoneInfo.Value.humanName];
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string overteJointName = HUMANOID_TO_OVERTE_JOINT_NAME[userBoneInfo.Value.humanName];
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File.AppendAllText(exportFstPath, "jointMap = " + vircJointName + " = " + removeTypeFromJointname(userBoneInfo.Key) + "\n");
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File.AppendAllText(exportFstPath, "jointMap = " + overteJointName + " = " + removeTypeFromJointname(userBoneInfo.Key) + "\n");
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}
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}
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}
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}
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@ -760,10 +760,10 @@ class AvatarExporter : MonoBehaviour {
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foreach (HumanBone bone in boneMap) {
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foreach (HumanBone bone in boneMap) {
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string humanName = bone.humanName;
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string humanName = bone.humanName;
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string userBoneName = bone.boneName;
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string userBoneName = bone.boneName;
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string vircJointName;
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string overteJointName;
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if (userBoneInfos.ContainsKey(userBoneName)) {
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if (userBoneInfos.ContainsKey(userBoneName)) {
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++userBoneInfos[userBoneName].mappingCount;
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++userBoneInfos[userBoneName].mappingCount;
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if (HUMANOID_TO_OVERTE_JOINT_NAME.TryGetValue(humanName, out vircJointName)) {
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if (HUMANOID_TO_OVERTE_JOINT_NAME.TryGetValue(humanName, out overteJointName)) {
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userBoneInfos[userBoneName].humanName = humanName;
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userBoneInfos[userBoneName].humanName = humanName;
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humanoidToUserBoneMappings.Add(humanName, userBoneName);
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humanoidToUserBoneMappings.Add(humanName, userBoneName);
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}
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}
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@ -22,4 +22,4 @@ To update an existing avatar project:
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* WARNING *
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* WARNING *
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If you are using any external textures as part of your .fbx model, be sure they are copied into the textures folder that is created in the project folder after exporting a new avatar.
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If you are using any external textures as part of your .fbx model, be sure they are copied into the textures folder that is created in the project folder after exporting a new avatar.
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For further details including troubleshooting tips, see the full documentation at https://docs.highfidelity.com/create-and-explore/avatars/create-avatars/unity-extension
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For further details including troubleshooting tips, see the full documentation at https://docs.overte.org/create/avatars/find-avatars.html#overte-avatar-exporter-for-unity
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