Body

Group of representations that share a common armature

SubModel

A body is a tree of body parts. A body can have extra modules registered. Variables of this module are described bellow:

Body structure

  • Human Groups: These objects represents sections of a human body that contains references to parts that are frequently accessed. For instance:

    public BodyModel body;
    BoneModel skull = body.torso.head;
    HandModel leftHand = body.leftArm.hand;

    References in these groups are set manually. A PartModel that represent, for instance, a hand can be accessible under BodyModel.root part but not from BodyModel.leftArm.hand if the reference was not explicitly set.

Parenting

  • Parts: Complete list of parts in the parts tree.

  • Root: Original part that does not have a parent.

  • Avatar: Avatar of which this body is.

Control

  • Follow Camera: Will AvatarController make head to match HPTK.core.trackedCamera?

  • Move This As Head:

    • If camera is followed and this field is null, AvatarController will consider head as body.torso.head.point.master.transformRef.

    • If camera is followed and this field is not null, AvatarController will consider head as the Transform referenced in this field.

  • Reference Tsf: Transform that represents the central point on the ground relative to tracking space. If null, this Transform will be HPTK.core.trackingSpace.

  • Replicated Tsf: Transform that represents the central point on the ground relative to the avatar. If null and body.followCamera is enabled, avatar's head will always match HPTK.core.trackedCamera even if avatar is scaled or offseted.

Having Referencce Tsf and Replicated Tsf set in Play Mode is strongly recommended as this enables AvatarController to move head correctly even in third-person (scaled or offseted avatars).

Extensibility

  • Registry: List of controllers (HPTKControllers) of registered extra modules.

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