Var name updates and doc url update

This commit is contained in:
Mike 2022-11-20 20:57:54 +00:00
parent c4668c585a
commit b75dd349f7
2 changed files with 5 additions and 5 deletions

View file

@ -661,8 +661,8 @@ class AvatarExporter : MonoBehaviour {
// write out joint mappings to fst file // write out joint mappings to fst file
foreach (var userBoneInfo in userBoneInfos) { foreach (var userBoneInfo in userBoneInfos) {
if (userBoneInfo.Value.HasHumanMapping()) { if (userBoneInfo.Value.HasHumanMapping()) {
string vircJointName = HUMANOID_TO_OVERTE_JOINT_NAME[userBoneInfo.Value.humanName]; string overteJointName = HUMANOID_TO_OVERTE_JOINT_NAME[userBoneInfo.Value.humanName];
File.AppendAllText(exportFstPath, "jointMap = " + vircJointName + " = " + removeTypeFromJointname(userBoneInfo.Key) + "\n"); File.AppendAllText(exportFstPath, "jointMap = " + overteJointName + " = " + removeTypeFromJointname(userBoneInfo.Key) + "\n");
} }
} }
@ -760,10 +760,10 @@ class AvatarExporter : MonoBehaviour {
foreach (HumanBone bone in boneMap) { foreach (HumanBone bone in boneMap) {
string humanName = bone.humanName; string humanName = bone.humanName;
string userBoneName = bone.boneName; string userBoneName = bone.boneName;
string vircJointName; string overteJointName;
if (userBoneInfos.ContainsKey(userBoneName)) { if (userBoneInfos.ContainsKey(userBoneName)) {
++userBoneInfos[userBoneName].mappingCount; ++userBoneInfos[userBoneName].mappingCount;
if (HUMANOID_TO_OVERTE_JOINT_NAME.TryGetValue(humanName, out vircJointName)) { if (HUMANOID_TO_OVERTE_JOINT_NAME.TryGetValue(humanName, out overteJointName)) {
userBoneInfos[userBoneName].humanName = humanName; userBoneInfos[userBoneName].humanName = humanName;
humanoidToUserBoneMappings.Add(humanName, userBoneName); humanoidToUserBoneMappings.Add(humanName, userBoneName);
} }

View file

@ -22,4 +22,4 @@ To update an existing avatar project:
* WARNING * * WARNING *
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. 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.
For further details including troubleshooting tips, see the full documentation at https://docs.highfidelity.com/create-and-explore/avatars/create-avatars/unity-extension 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