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Unity Engine


GetInternalAvatarPose(NativeArray<float>)

Gets the internal human pose stored in the human pose handler and converts it to an avatar pose.
Read time 1 minuteLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.AnimationModule
public void GetInternalAvatarPose(NativeArray<float> avatarPose)

Parameters

The output avatar pose. The avatar pose is expressed as an array of floats. The floats represent the translation and rotation of the joints as local transforms. Each joint local transform is represented by 3 floats for the translation and 4 floats for the rotation (expressed as a quaternion). The joint transform is stored in the array in the same order as the joint paths in the
jointPaths
parameter used to construct the human pose handler. For example, if the human pose handler was constructed with 20 joint paths, the
avatarPose
parameter should be an array of 140 floats.

Remarks

If the human pose handler was constructed with a skeleton root transform, this method does nothing.