unity骨骼约束

HumanBone[] humanBones = animator.avatar.humanDescription.human;

Debug.Log("骨骼数" + humanBones.Length);

for (int i = 0; i < humanBones.Length; i++)
{
Debug.Log(
"Muscle ID: " + i +
" Original Bone Name: " + humanBones[i].boneName + //unity内部骨骼名
" Mecanim Bone Name: " + humanBones[i].humanName + //映射到自己模型的骨骼名
" Center Rotation (Euler): " + humanBones[i].limit.center +
" Maximum Rotation (Euler): " + humanBones[i].limit.max +
" Minimum Rotation (Euler): " + humanBones[i].limit.min
);
}

获得数据全为0的解决方法

原文地址:https://www.cnblogs.com/nafio/p/13469627.html