2036 lines
71 KiB
C#
2036 lines
71 KiB
C#
// Copyright (c) Meta Platforms, Inc. and affiliates.
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namespace Meta.XR.Movement
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{
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public static class DriveSkeletalLateUpdateLogicTooltips
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{
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public const string DeformationLogics =
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"Deformation logic components to drive.";
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public const string RecalculateNormals =
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"Normal recalculation components to drive.";
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public const string TwistDistributions =
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"Twist distribution components to drive.";
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public const string HipPinnings =
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"Hip pinning components to drive.";
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public const string Groundings =
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"Grounding logic components to drive.";
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}
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public static class DriveThirdPartySkeletonTooltips
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{
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public static class JointAdjustmentTooltips
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{
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public const string Joint =
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"Joint to adjust.";
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public const string Rotation =
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"Rotation to apply to the joint, post-retargeting.";
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public const string JointDisplacement =
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"Amount to displace the joint, based on percentage of distance to " +
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"the next joint.";
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public const string DisableRotationTransform =
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"Allows disable rotational transform on joint.";
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public const string DisablePositionTransform =
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"Allows disable positional transform on joint.";
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public const string BoneIdOverrideValue =
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"Allows mapping this human body bone to OVRSkeleton bone different from the " +
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"standard. An ignore value indicates to not override; remove means to exclude " +
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"from retargeting. Cannot be changed at runtime.";
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}
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public const string TargetAnimator =
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"Animator on target character that needs to be driven. Keep disabled.";
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public const string BodySectionsToAlign =
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"A list of body sections to align. While all bones should be " +
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"driven, only a subset will have their axes aligned with source.";
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public const string BodySectionsToPosition =
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"A list of body sections to fix the position of by matching against " +
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"the body tracking rig. The other bones can be fixed via IK. Back bones " +
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"differ among rigs, so be careful about aligning those.";
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public const string AnimatorTargetTPose =
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"Animator of target character in T-pose.";
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public const string UpdatePositions =
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"Whether we should update the positions of target character or not.";
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public const string OvrSkeleton =
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"OVRSkeleton component to query bind pose and bone values from.";
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public const string Adjustments =
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"Adjustments to apply to certain bones that need to be fixed " +
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"post-retargeting.";
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public const string BoneGizmosSource =
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"Allow visualization of gizmos for certain bones for source.";
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public const string BoneGizmosTarget =
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"Allow visualization of gizmos for certain bones for target.";
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public const string BoneGizmosSourceTPose =
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"Allow visualization of gizmos for certain bones for source T-pose.";
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public const string BoneGizmosTargetTPose =
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"Allow visualization of gizmos for certain bones for target T-pose.";
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public const string BodySectionsToRenderDebugText =
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"Body sections to show debug text.";
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public const string LineRendererSource =
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"Line renderer of source prefab, allows visual debugging in game view.";
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public const string LineRendererTarget =
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"Line renderer of target prefab, allows visual debugging in game view.";
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public const string BoneRendererSource =
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"Joint renderer prefab used for source.";
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public const string BoneRendererTarget =
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"Joint renderer prefab used for target.";
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public const string AxisRendererTargetPrefab =
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"Axes debug prefab, target.";
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public const string AxisRendererSourcePrefab =
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"Axes debug prefab, source.";
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public const string ShowDebugAxes =
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"Show or hide debug axes.";
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public const string DebugSkeletalViews =
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"Allows debugging of skeletal views.";
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public const string TargetRenderer =
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"Renderer of target character.";
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}
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public static class TogglesMenuTooltips
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{
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public const string FaceTrackingSystem =
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"Face tracking system to toggle features on.";
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public const string RecalculateNormals =
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"Recalculate normals component to control.";
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public const string DeformationLogic =
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"Deformation logic component to control.";
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public const string TwistDistributions =
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"Twist distribution components to control.";
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public const string RecalculateNormalsText =
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"Recalc normals text to update based on toggle state.";
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public const string CorrectivesText =
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"Correctives text to update based on toggle state";
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public const string DeformationText =
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"Deformation text to update based on toggle state";
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public const string TwistText =
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"Twist distribution text to update based on twist distribution toggle state";
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}
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public static class BlendshapesMenuToggleTooltips
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{
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public const string BlendShapesMenus =
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"Blend shapes menus to turn on/off.";
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}
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public static class BlendshapeMenuVisualTooltips
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{
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public const string OvrFaceExpressions =
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"Blend shapes menus to turn on/off.";
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public const string WorldText =
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"Text mesh pro visual for blendshape values.";
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public const string MinBlendshapeThreshold =
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"Threshold that blendshapes must passed before being rendered.";
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public const string FilterArray =
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" Can be used to filter blendshapes for rendering.";
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public const string ExpressionsPrefix =
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"Prefix for rendered text.";
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}
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public static class MirrorTransformationTooltips
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{
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public const string MirrorNormal =
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"Mirror normal, perpendicular to mirror face.";
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public const string MirrorPlaneOffset =
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"Allows mirror to be pushed into reflection plane somewhat," +
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" assuming mirror geometry has some thickness.";
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public const string TransformToMirror =
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"Transform to be reflected.";
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}
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public static class TransformMirroredEyesTooltips
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{
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public const string LeftEyeOriginal =
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"The original left eye that will be mirrored.";
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public const string LeftEyeMirrored =
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"The to-be-mirrored left eye.";
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public const string RightEyeOriginal =
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"The original right eye that will be mirrored.";
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public const string RightEyeMirrored =
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"The to-be-mirrored right eye.";
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}
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public static class CompareVectorHashesTooltips
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{
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public const string NumVerticesToTest =
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"Number of vertices to test with hashes.";
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public const string MarginOfError =
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"Margin of error used to generate random vertex positions.";
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}
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public static class RecalculateNormalsTooltips
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{
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public const string SkinnedMeshRenderer =
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"Skinned mesh renderer requiring normal recalc.";
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public const string SubMesh =
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"Submesh index to recalc normals on.";
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public const string EnableRecalculate =
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"Allows toggling recalculation on/off.";
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public const string UseUnityFunction =
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"Allows using Unity's stock recalc instead. Cannot change at runtime.";
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public const string RecalculateIndependently =
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"Allows recalculate normals to be calculated independently on LateUpdate, instead of being driven from DriveSkeletalLateUpdateLogic.";
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public const string DuplicateLayer =
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"The visible layer of the duplicate mesh with recalculate normals.";
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public const string HiddenMeshLayerName =
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"The invisible layer of original mesh with invalid normals";
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public const string RecalculateMaterialIndices =
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"Index of material that needs meta data for normal recalc.";
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}
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public static class GroundingLogicTooltips
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{
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public const string Skeleton =
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"The OVR Skeleton component.";
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public const string HipsTarget =
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"The hips target transform.";
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public const string GroundingLayers =
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"The layers that the raycast will check against for grounding.";
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public const string GroundRaycastDist =
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"The maximum distance that the raycast will go when checking for grounding.";
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public const string LeftLegProperties =
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"The leg properties for the left leg.";
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public const string RightLegProperties =
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"The leg properties for the right leg.";
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public static class LegPropertiesTooltips
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{
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public const string IkSolver =
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"The two-bone IK solver.";
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public const string InitialRotationOffset =
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"The initial rotation offset for the feet.";
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public const string StepDist =
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"The distance before the step is triggered.";
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public const string StepHeight =
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"The height of the step taken.";
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public const string StepSpeed =
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"The speed of the step for the foot.";
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public const string FloorOffset =
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"The height offset from the grounded floor to be applied to the foot.";
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public const string FootHeightScaleOnDist =
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"The maximum distance for the step height to not be scaled.";
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public const string LowerThresholdMoveProgress =
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"The lower bound of the move progress before the other foot can take a step.";
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public const string HigherThresholdMoveProgress =
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"The upper bound of the move progress before the other foot can take a step.";
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public const string StepCurve =
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"The animation curve for evaluating the step height value.";
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}
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}
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public static class TwoBoneIKTooltips
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{
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public const string UpperTransform =
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"The upper transform.";
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public const string MiddleTransform =
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"The middle transform.";
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public const string LowerTransform =
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"The lower transform.";
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public const string TargetTransform =
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"The target transform.";
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public const string PoleTransform =
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"The pole transform.";
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public const string TargetPosOffset =
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"The target position offset.";
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public const string TargetRotOffset =
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"The target rotation offset.";
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}
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public static class HipPinningCalibrationTooltips
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{
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public const string MainChairProp =
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"The hip pinning target for the main character.";
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public const string MirroredChairProp =
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"The hip pinning target for the mirrored character.";
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public const string MainCharacterHipPinning =
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"The hip pinning logic for the main character.";
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public const string MirroredCharacterHipPinning =
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"The hip pinning logic for the mirrored character.";
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public const string MainCharacterGrounding
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= "The grounding logic for main character.";
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public const string MirroredCharacterGrounding
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= "The grounding logic for mirrored character.";
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public const string MainCharacterRenderer =
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"The game object that contains the mesh renderers for the main character.";
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public const string MirroredCharacterRenderer =
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"The game object that contains the mesh renderers for the main character.";
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public const string DataProvider =
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"The tracking data provider for the main character.";
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public const string CalibrateMenu =
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"The game object that contains the renderers for this calibration menu.";
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}
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public static class HipPinningLogicTooltips
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{
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public const string EnableLegRotation =
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"If true, leg rotation will be enabled.";
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public const string EnableLegRotationLimits =
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"If true, leg rotation limits will be enabled.";
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public const string EnableConstrainedMovement =
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"If true, movement around the constrained surface will be enabled.";
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public const string EnableApplyTransformations =
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"If true, the entire body will be transformed to undo the offset applied by the hip pinning position constraint.";
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public const string HipPinningActive =
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"If true, hip pinning is currently active.";
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public const string HipPinningLeave =
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"If true, hip pinning will be disabled when the character leaves a certain range.";
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public const string HipPinningHeightAdjustment =
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"If true, hip pinning will adjust the height of the seat to match the tracked position.";
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public const string HipPinningLeaveRange =
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"The range from the hip pinning target before hip pinning is disabled.";
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public const string HipPinningTargets =
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"The list of hip pinning targets in the scene.";
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public const string Skeleton =
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"The OVR Skeleton component.";
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public const string DataProvider =
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"The tracking data provider.";
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public static class HipPropertiesTooltips
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{
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public const string BodyJointProperty =
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"Body joint property for hip pinning.";
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public const string PositionConstraint =
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"Position constraint for the specified joint for hip pinning.";
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public const string RotationLimit =
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"Rotation limit for an axis from the hips for hip pinning.";
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}
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public static class BodyJointPropertiesTooltips
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{
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public const string BodyJoint =
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"The body joint";
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public const string InitialLocalRotation =
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"The initial local rotation of the body joint.";
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public const string ConstraintWeight =
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"The positional constraint weight for this body joint.";
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public const string OffsetWeight =
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"The weight applied for the offsets applied by hip pinning.";
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public const string PositionDistanceThreshold =
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"The distance before offsets stop getting applied to this body joint.";
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public const string PositionDistanceWeight =
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"The weight of the constraint scaling with distance when offsets stop getting applied to this body joint.";
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}
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}
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public static class HipPinningTargetTooltips
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{
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public const string ChairObject =
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"The game object containing the renderers for this hip pinning target.";
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public const string HipTargetTransform =
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"The transform that the character's hip is positionally constrained to.";
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public const string ChairSeat =
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"The chair's seat transform.";
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public const string ChairCylinder =
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"The chair's cylinder transform.";
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public const string ChairCylinderScaleMultiplier =
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"The chair's cylinder scale multiplier.";
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public const string SpineTargetTransforms =
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"The transforms that the character's spine bones are positionally constrained to.";
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public const string ConstrainedArea =
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"The amount of constrained movement allowed from this hip pinning target.";
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public const string ConstrainedAreaOffset =
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"The offset to be applied to the center of where the constrained area will be.";
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}
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public static class HipPinningMenuTooltips
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{
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public const string MainCharacter
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= "Main character driven by user.";
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public const string MirroredCharacter
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= "Mirrored character.";
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public const string Text
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= "Informational text.";
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public const string BodyParts
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= "Body parts that can be toggled.";
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public static class BodyPartTooltips
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{
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public const string BodyPartObject =
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"The body part object.";
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public const string BodyPartName =
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"The name of the body part.";
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public const string Enabled =
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"If true, the body part is active and visible.";
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}
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}
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public static class CorrectiveShapesDriverTooltips
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{
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public const string SkinnedMeshRendererToCorrect =
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"The skinned mesh renderer that contains the blendshapes to be corrected.";
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public const string CombinationShapesTextAsset =
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"The json file containing the in-betweens and combinations data.";
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public static class InBetweenTooltips
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{
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public const string DrivenIndex =
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"The blendshape index to be driven on the skinned mesh renderer.";
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public const string DriverIndex =
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"The target blendshape index used for calculating the blendshape weight.";
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public const string Slope =
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"The slope from the function curve of the in-between.";
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public const string OffsetX =
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"The x offset from the function curve of the in-between.";
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public const string OffsetY =
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"The y offset from the function curve of the in-between.";
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public const string DomainStart =
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"The domain range start from the function curve of the in-between.";
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public const string DomainEnd =
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"The domain range end from the function curve of the in-between.";
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}
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public static class CombinationTooltips
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{
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public const string DrivenIndex =
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"The blendshape index to be driven on the skinned mesh renderer.";
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public const string DriverIndices =
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"The blendshape indices used in calculating the blendshape weight for the driven index.";
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}
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public static class RigLogicDataTooltips
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{
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public const string InBetweens =
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"Array of all of the in-betweens data.";
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public const string Combinations =
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"Array of all of the combinations data.";
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}
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}
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public static class CorrectivesModuleTooltips
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{
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public static class InBetweenTooltips
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{
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public const string DrivenIndex =
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"The blendshape index to be driven on the skinned mesh renderer.";
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public const string DriverIndex =
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"The target blendshape index used for calculating the blendshape weight.";
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public const string Slope =
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"The slope from the function curve of the in-between.";
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public const string OffsetX =
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"The x offset from the function curve of the in-between.";
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public const string OffsetY =
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"The y offset from the function curve of the in-between.";
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public const string DomainStart =
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"The domain range start from the function curve of the in-between.";
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public const string DomainEnd =
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"The domain range end from the function curve of the in-between.";
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}
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public static class CombinationTooltips
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{
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public const string DrivenIndex =
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"The blendshape index to be driven on the skinned mesh renderer.";
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public const string DriverIndices =
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"The blendshape indices used in calculating the blendshape weight for the driven index.";
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}
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public static class RigLogicDataTooltips
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{
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public const string InBetweens =
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"Array of all of the in-betweens data.";
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public const string Combinations =
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"Array of all of the combinations data.";
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}
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}
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public static class BlendshapeMappingTooltips
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{
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public const string Meshes =
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"List of all mesh mappings - supported blendshapes on meshes on this character.";
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public static class MeshMappingTooltips
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{
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public const string Mesh =
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"The skinned mesh renderer that has blendshapes.";
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public const string Blendshapes =
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"List of all supported blendshapes on this skinned mesh renderer.";
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}
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}
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public static class FaceTrackingSystemTooltips
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{
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public const string BlendshapeMapping =
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"Blendshape mapping component.";
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public const string OVRFaceExpressions =
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"OVR face expressions component.";
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public const string CorrectiveShapesDriver =
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"Optional corrective shapes driver component.";
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public const string BlendshapeModifier =
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"Optional blendshape modifier component.";
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}
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public static class CorrectivesFaceTooltips
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{
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public const string BlendshapeModifier =
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"Optional blendshape modifier component.";
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public const string CombinationShapesTextAsset =
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"The json file containing the in-betweens and combinations data.";
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}
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public static class FacialExpressionDetectorTooltips
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{
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public static class ExpressionThresholdsTooltips
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|
{
|
|
public const string FaceExpression =
|
|
"Face expression blendshape to evaluate.";
|
|
|
|
public const string EntryThreshold =
|
|
"Threshold to enter expression, usually high.";
|
|
|
|
public const string ExitThreshold =
|
|
"Threshold to exit expression, usually low.";
|
|
}
|
|
|
|
public static class ExpressionDataTooltips
|
|
{
|
|
public const string Thresholds =
|
|
"Array of thresholds.";
|
|
|
|
public const string ExpressionTypeDetected =
|
|
"Expression type (macro) detected.";
|
|
}
|
|
|
|
public const string OvrFaceExpressions =
|
|
"OVRFaceExpressions component.";
|
|
|
|
public const string ExpressionsToEvaluate =
|
|
"Array of macro expressions test for.";
|
|
}
|
|
|
|
public static class SmileEffectTooltips
|
|
{
|
|
public const string SmileEnabled =
|
|
"Returns the current state of if smile is enabled or disabled.";
|
|
|
|
public const string FacialExpressionDetector =
|
|
"Facial expression detector to query events from.";
|
|
|
|
public const string MaterialIndex =
|
|
"Material index to modify.";
|
|
|
|
public const string Renderer =
|
|
"Renderer of the face.";
|
|
|
|
public const string GlowCurve =
|
|
"Glow curve that modulates emission strength on face.";
|
|
|
|
public const string Animator =
|
|
"Petal animator to affect when smiling.";
|
|
|
|
public const string SmileDelay =
|
|
"Delay until smile gets triggered (seconds).";
|
|
|
|
public const string SmileStateNake =
|
|
"State name for smile.";
|
|
|
|
public const string ReverseSmileStateName =
|
|
"State name for reverse smile (when it \"undoes\" itself).";
|
|
}
|
|
|
|
public static class ScreenshotFaceExpressionsTooltips
|
|
{
|
|
public const string Camera =
|
|
"The camera which its viewport will be used to take the screenshot.";
|
|
|
|
public const string Mapping =
|
|
"The target blendshape mapping.";
|
|
|
|
public const string Correctives =
|
|
"The target corrective shapes driver.";
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|
|
|
public const string ScreenshotWidth =
|
|
"The width of the screenshot texture.";
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|
|
|
public const string ScreenshotHeight =
|
|
"The height of the screenshot texture.";
|
|
|
|
public const string ScreenshotNeutral =
|
|
"If true, take a screenshot of the viewport without any blendshapes.";
|
|
|
|
public const string ScreenshotFolder =
|
|
"The path to the screenshots folder.";
|
|
}
|
|
|
|
public static class ScreenshotFaceExpressionsCaptureTooltips
|
|
{
|
|
public const string CorrectivesFaceComponents =
|
|
"All face components to drive while capturing screenshots.";
|
|
|
|
public const string Camera =
|
|
"The camera which its viewport will be used to take the screenshot.";
|
|
|
|
public const string ScreenshotWidth =
|
|
"The width of the screenshot texture.";
|
|
|
|
public const string ScreenshotHeight =
|
|
"The height of the screenshot texture.";
|
|
|
|
public const string ScreenshotNeutral =
|
|
"If true, take a screenshot of the viewport without any blendshapes.";
|
|
|
|
public const string ScreenshotFolder =
|
|
"The path to the screenshots folder.";
|
|
}
|
|
|
|
public static class BlendshapeModifierTooltips
|
|
{
|
|
public static class FaceExpressionModifier
|
|
{
|
|
public const string FaceExpressions =
|
|
"The facial expressions that will be modified.";
|
|
|
|
public const string MinValue =
|
|
"The minimum clamped blendshape weight for this set of facial expressions.";
|
|
|
|
public const string MaxValue =
|
|
"The maximum clamped blendshape weight for this set of facial expressions.";
|
|
|
|
public const string Multiplier =
|
|
"The blendshape weight multiplier for this set of facial expressions.";
|
|
}
|
|
|
|
public const string FaceExpressionsModifiers =
|
|
"The array of facial expression modifier data to be used.";
|
|
|
|
public const string DefaultBlendshapeModifierPreset =
|
|
"Optional text asset containing the array of face expression modifier data to be used.";
|
|
|
|
public const string GlobalMultiplier =
|
|
"Global blendshape multiplier.";
|
|
|
|
public const string GlobalMin =
|
|
"Global blendshape clamp min.";
|
|
|
|
public const string GlobalMax =
|
|
"Global blendshape clamp max.";
|
|
|
|
public const string ApplyGlobalClampingNonMapped =
|
|
"Global blendshape clamp max.";
|
|
}
|
|
|
|
public static class MirrorSkeletonTooltips
|
|
{
|
|
public const string SkeletonToCopy =
|
|
"The camera which its viewport will be used to take the screenshot.";
|
|
|
|
public const string MySkeleton =
|
|
"The target blendshape mapping.";
|
|
}
|
|
|
|
public static class HandDeformationTooltips
|
|
{
|
|
public static class FingerOffset
|
|
{
|
|
public const string FingerId =
|
|
"The id of the finger to apply the offset to.";
|
|
|
|
public const string FingerPosOffset =
|
|
"The finger position offset.";
|
|
|
|
public const string FingerRotOffset =
|
|
"The finger rotation offset.";
|
|
}
|
|
|
|
public const string CustomSkeleton =
|
|
"Custom skeleton to reference.";
|
|
|
|
public const string CopyFingerDataInUpdate =
|
|
"If true, copy the finger offsets data into FingerInfo during every update.";
|
|
|
|
public const string FingerOffsets =
|
|
"Offsets that will be applied to the fingers.";
|
|
|
|
public const string Animator =
|
|
"The character's animator.";
|
|
|
|
public const string Skeleton =
|
|
"The source skeleton.";
|
|
|
|
public const string LeftHand =
|
|
"The character's left hand bone.";
|
|
|
|
public const string RightHand =
|
|
"The character's right hand bone.";
|
|
|
|
public const string InterpolatedFingers =
|
|
"Possible metacarpal bones.";
|
|
|
|
public const string Fingers =
|
|
"All finger joints.";
|
|
|
|
public const string CalculateFingerData =
|
|
"If finger data has been calculated or not.";
|
|
}
|
|
|
|
public static class DeformationLogicTooltips
|
|
{
|
|
public static class BoneDistanceInfo
|
|
{
|
|
public const string StartBoneTransform =
|
|
"The start bone transform.";
|
|
|
|
public const string EndBoneTransform =
|
|
"The end bone transform.";
|
|
}
|
|
|
|
public static class ArmPositionInfo
|
|
{
|
|
public const string Shoulder =
|
|
"The shoulder transform.";
|
|
|
|
public const string UpperArm =
|
|
"The upper arm transform.";
|
|
|
|
public const string LowerArm =
|
|
"The lower arm transform.";
|
|
|
|
public const string Weight =
|
|
"The weight of the offset position.";
|
|
|
|
public const string MoveSpeed =
|
|
"The speed of the arm move towards if enabled.";
|
|
}
|
|
|
|
public const string Skeleton =
|
|
"The OVR Skeleton component.";
|
|
|
|
public const string MirrorSkeleton =
|
|
"The Mirror Skeleton component.";
|
|
|
|
public const string Animator =
|
|
"Animator component. Setting this will cause this script " +
|
|
"to ignore the skeleton field..";
|
|
|
|
public const string SpineTranslationCorrectionType =
|
|
"The type of spine translation correction that should be applied.";
|
|
|
|
public const string LeftArmPositionInfo =
|
|
"The position info for the left arm.";
|
|
|
|
public const string RightArmPositionInfo =
|
|
"The position info for the right arm.";
|
|
|
|
public const string FixArms =
|
|
"Fix arms toggle.";
|
|
|
|
public const string CorrectSpineOnce =
|
|
"Allows the spine correction to run only once, assuming the skeleton's positions don't get updated multiple times.";
|
|
|
|
public const string MoveTowardsArms =
|
|
"If true, the arms will move towards the deformation target position.";
|
|
}
|
|
|
|
public static class TwistDistributionTooltips
|
|
{
|
|
public const string GlobalWeight =
|
|
"The global weight of the twist joints.";
|
|
|
|
public const string SegmentStart =
|
|
"The start transform on the opposite side of the twist source (like an elbow).";
|
|
|
|
public const string SegmentEnd =
|
|
"The target transform containing the twist (like a wrist).";
|
|
|
|
public const string SegmentEndUpTransform =
|
|
"Optional. Assign a different transform to be used for the Segment End up vector.";
|
|
|
|
public const string TwistJoints =
|
|
"The list of twist joints to affect by the source transform's rotation.";
|
|
|
|
public const string TwistForwardAxis =
|
|
"The forward axis for the twist joints, one that points along the twist axis toward segment end.";
|
|
|
|
public const string TwistUpAxis =
|
|
"The up axis for the twist joints, one that matches the segment end up axis.";
|
|
|
|
public static class TwistJointTooltips
|
|
{
|
|
public const string Joint =
|
|
"The twist joint transform.";
|
|
|
|
public const string Weight =
|
|
"The weight of the source transform's rotation on the twist joint.";
|
|
}
|
|
}
|
|
|
|
public static class ScriptEffectToggleTooltips
|
|
{
|
|
public const string ComponentToToggle =
|
|
"The component to be toggled.";
|
|
|
|
public const string TextToUpdate =
|
|
"The text component to be updated when the component is toggled.";
|
|
|
|
public const string FeatureString =
|
|
"The feature text.";
|
|
}
|
|
|
|
public static class SceneSelectIconTooltips
|
|
{
|
|
public static class IconPositionInformation
|
|
{
|
|
public const string ButtonTransform = "Button transform.";
|
|
public const string SceneName = "Scene name to check for.";
|
|
}
|
|
|
|
public const string IconInformationArray =
|
|
"Icon positions array.";
|
|
public const string IconTransform =
|
|
"Icon transform to affect.";
|
|
}
|
|
|
|
public static class ButtonToggleIconTooltips
|
|
{
|
|
public const string OutlineObject =
|
|
"Outline object that indicates toggle state.";
|
|
|
|
public const string SelectColor =
|
|
"Select color.";
|
|
|
|
public const string DeselectColor =
|
|
"Deselected color.";
|
|
}
|
|
|
|
public static class HipPinningNotificationTooltips
|
|
{
|
|
public const string HipPinningLogic =
|
|
"The hip pinning logic component.";
|
|
|
|
public const string DisplayTime =
|
|
"The amount of time that this notification should be enabled for.";
|
|
}
|
|
|
|
public static class DeformationDataTooltips
|
|
{
|
|
public const string DeformationBodyType =
|
|
"The deformation body type for the character.";
|
|
|
|
public const string CustomSkeleton =
|
|
"The OVRCustomSkeleton component for the character.";
|
|
|
|
public const string Animator =
|
|
"The animator component.";
|
|
|
|
public const string SpineTranslationCorrectionType =
|
|
"The type of spine translation correction that should be applied.";
|
|
|
|
public const string SpineAlignmentWeight =
|
|
"The weight for the spine alignment.";
|
|
|
|
public const string ChestAlignmentWeight =
|
|
"The weight for the chest alignment.";
|
|
|
|
public const string ShouldersHeightReductionWeight =
|
|
"The weight for the shoulders height reduction.";
|
|
|
|
public const string ShouldersWidthReductionWeight =
|
|
"The weight for the shoulders width reduction.";
|
|
|
|
public const string AffectArmsBySpineCorrection =
|
|
"True if arms should be affected by spine correction.";
|
|
|
|
public const string LeftShoulderWeight =
|
|
"The weight for the deformation on the left shoulder.";
|
|
|
|
public const string RightShoulderWeight =
|
|
"The weight for the deformation on the right shoulder.";
|
|
|
|
public const string LeftArmWeight =
|
|
"The weight for the deformation on the left arm.";
|
|
|
|
public const string RightArmWeight =
|
|
"The weight for the deformation on the right arm.";
|
|
|
|
public const string LeftHandWeight =
|
|
"The weight for the deformation on the left hand.";
|
|
|
|
public const string RightHandWeight =
|
|
"The weight for the deformation on the right hand.";
|
|
|
|
public const string SquashLimit =
|
|
"Prevents character from squashing too much. " +
|
|
"WARNING: reducing this reduces perceived body tracking accuracy.";
|
|
|
|
public const string StretchLimit =
|
|
"Prevents character from stretching too much. " +
|
|
"WARNING: reducing this reduces perceived body tracking accuracy.";
|
|
|
|
public const string AlignLeftLegWeight =
|
|
"The weight for the alignment on the left leg.";
|
|
|
|
public const string AlignRightLegWeight =
|
|
"The weight for the alignment on the right leg.";
|
|
|
|
public const string LeftToesWeight =
|
|
"The weight for the deformation on the left toe.";
|
|
|
|
public const string RightToesWeight =
|
|
"The weight for the deformation on the right toe.";
|
|
|
|
public const string AlignFeetWeight =
|
|
"Weight used for feet alignment.";
|
|
|
|
public const string OriginalSpinePositionsWeight =
|
|
"Attempts to match the original spine positions. WARNING: " +
|
|
" increasing this value might cause inaccuracy wrt to body tracking.";
|
|
|
|
public const string ArmLengthMultiplier =
|
|
"Allows stretching arms. WARNING:" +
|
|
"increasing this value might cause inaccuracy wrt to body tracking.";
|
|
|
|
public const string OriginalSpineBoneCount =
|
|
"Number of spine bones to fix when matching the original spine.";
|
|
|
|
public const string OriginalSpineUseHipsToHeadToScale =
|
|
"When using the original spine bone positions to influence " +
|
|
"the current ones, scale them based on the current hips to head.";
|
|
|
|
public const string OriginalSpineFixRotations =
|
|
"Allows rotation correction when using the original spine bone " +
|
|
"positions.";
|
|
|
|
public const string HipsToHeadBones =
|
|
"Array of transform bones from hips to head.";
|
|
|
|
public const string HipsToHeadBoneTargets =
|
|
"Array of transform bone targets from hips to head.";
|
|
|
|
public const string FeetToToesBoneTargets =
|
|
"Array of transform bone targets from feet to toes.";
|
|
|
|
public const string LeftArmData =
|
|
"Left arm data.";
|
|
|
|
public const string RightArmData =
|
|
"Right arm data.";
|
|
|
|
public const string LeftLegData =
|
|
"Left leg data.";
|
|
|
|
public const string RightLegData =
|
|
"Right leg data.";
|
|
|
|
public const string BonePairData =
|
|
"All bone pair data.";
|
|
|
|
public const string BoneAdjustmentData =
|
|
"All bone adjustment data.";
|
|
|
|
public const string StartingScale =
|
|
"Starting scale of character.";
|
|
|
|
public const string HipsToHeadDistance =
|
|
"Distances between head and hips.";
|
|
|
|
public const string HipsToFootDistance =
|
|
"Distances between hips and feet.";
|
|
}
|
|
|
|
public static class FullBodyDeformationConstraintToolTips
|
|
{
|
|
public const string CalculateBoneData =
|
|
"Allows calculating bone data via a button.";
|
|
}
|
|
|
|
public static class HipPinningDataTooltips
|
|
{
|
|
public const string Skeleton =
|
|
"The OVR Skeleton component.";
|
|
|
|
public const string Animator =
|
|
"Animator component.";
|
|
|
|
public const string HipPinningTargets =
|
|
"The list of hip pinning targets in the scene.";
|
|
|
|
public const string HipPinningHeightAdjustment =
|
|
"If true, hip pinning will adjust the height of the seat to match the tracked position.";
|
|
|
|
public const string HipPinningLeave =
|
|
"If true, hip pinning will be disabled when the character leaves a certain range.";
|
|
|
|
public const string HipPinningLeaveRange =
|
|
"The range from the hip pinning target before hip pinning is disabled.";
|
|
}
|
|
|
|
public static class CaptureAnimationDataTooltips
|
|
{
|
|
public const string ConstraintAnimator =
|
|
"The animator used by the constraint.";
|
|
|
|
public const string TargetAnimatorLayer =
|
|
"The target animator layer to capture animations on.";
|
|
|
|
public const string ReferencePoseTime =
|
|
"The normalized time from which the reference pose should be captured from.";
|
|
|
|
public const string ReferencePose =
|
|
"The bone data for the reference pose.";
|
|
|
|
public const string CurrentPose =
|
|
"The bone data for the current pose.";
|
|
}
|
|
|
|
public static class PlaybackAnimationDataTooltips
|
|
{
|
|
public const string AnimationPlaybackType =
|
|
"The animation playback type.";
|
|
|
|
public const string SourceConstraint =
|
|
"The capture animation constraint to source animation data from.";
|
|
|
|
public const string AvatarMask =
|
|
"The avatar mask for masking the animation.";
|
|
|
|
public const string AffectPositions =
|
|
"Affect positions via the animation.";
|
|
|
|
public const string AffectRotations =
|
|
"Affect rotations via the animation.";
|
|
|
|
public const string BonesArrayMask =
|
|
"Bones to mask by array.";
|
|
|
|
public const string FixedHipsPosition =
|
|
"Allows setting hips to a fixed position.";
|
|
|
|
public const string FixedHipsRotation =
|
|
"Allows setting hips to a fixed rotation.";
|
|
|
|
public const string UsedFixedHipsPose =
|
|
"Used fixed hips pose or not.";
|
|
|
|
public const string AffectHipsPositionY =
|
|
"Affect hips position Y value.";
|
|
|
|
public const string AffectHipsRotationX =
|
|
"Affect hips rotation X value.";
|
|
|
|
public const string AffectHipsRotationY =
|
|
"Affect hips rotation Y value.";
|
|
|
|
public const string AffectHipsRotationZ =
|
|
"Affect hips rotation Z value.";
|
|
}
|
|
|
|
public static class AnimationRigSetupTooltips
|
|
{
|
|
public const string Skeleton =
|
|
"Skeletal component of character.";
|
|
|
|
public const string Animator =
|
|
"Animator component of character.";
|
|
|
|
public const string RigBuilder =
|
|
"Rig builder on character supporting Animation rigging.";
|
|
|
|
public const string OVRSkeletonConstraints =
|
|
"IOVRSkeletonConstraint-based components.";
|
|
|
|
public const string RebindAnimator =
|
|
"If true, rebind the animator upon a skeletal change.";
|
|
|
|
public const string ReEnableRig =
|
|
"If true, disable then re-enable the rig upon a skeletal change.";
|
|
|
|
public const string RigToggleOnFocus =
|
|
"If true, disable then re-enable the rig upon a focus change.";
|
|
|
|
public const string RetargetingLayer =
|
|
"Retargeting layer component to get data from.";
|
|
|
|
public const string CheckSkeletalUpdatesByProxy =
|
|
"Use proxy transforms to check skeletal changes. " +
|
|
"Proxy transforms can be used in case the original " +
|
|
"skeleton updates too much.";
|
|
}
|
|
|
|
public static class HipPinningConstraintCalibrationTooltips
|
|
{
|
|
public const string MainHipPinningTargetRenderer =
|
|
"The game object that contains the mesh renderers for the main hip pinning target.";
|
|
|
|
public const string MirrorHipPinningTargetRenderer =
|
|
"The game object that contains the mesh renderers for the mirrored hip pinning target.";
|
|
|
|
public const string HipPinningConstraints =
|
|
"The hip pinning constraints.";
|
|
|
|
public const string MainCharacterRenderer =
|
|
"The game object that contains the mesh renderers for the main character.";
|
|
|
|
public const string MirroredCharacterRenderer =
|
|
"The game object that contains the mesh renderers for the main character.";
|
|
|
|
public const string Skeleton =
|
|
"The skeletal tracking data provider for the interface character.";
|
|
|
|
public const string CalibrateMenu =
|
|
"The game object that contains the renderers for this calibration menu.";
|
|
}
|
|
|
|
public static class HipPinningConstraintNotificationTooltips
|
|
{
|
|
public const string HipPinningConstraint =
|
|
"The hip pinning constraint.";
|
|
|
|
public const string DisplayTime =
|
|
"The amount of time that this notification should be enabled for.";
|
|
}
|
|
|
|
public static class GroundingDataTooltips
|
|
{
|
|
public const string Skeleton =
|
|
"The OVR Skeleton component for the character.";
|
|
|
|
public const string Animator =
|
|
"The Animator component for the character.";
|
|
|
|
public const string Pair =
|
|
"Optional. The other leg's grounding constraint, used to check if this leg can move.";
|
|
|
|
public const string GroundingLayers =
|
|
"The layers that the raycast will check against for grounding.";
|
|
|
|
public const string GroundRaycastDist =
|
|
"The maximum distance that the raycast will go when checking for grounding.";
|
|
|
|
public const string GroundOffset =
|
|
"The height offset from the grounded floor to be applied to the foot.";
|
|
|
|
public const string HipsTarget =
|
|
"The hips target transform.";
|
|
|
|
public const string KneeTarget =
|
|
"The knee target for the leg.";
|
|
|
|
public const string FootTarget =
|
|
"The foot target for the leg.";
|
|
|
|
public const string Leg =
|
|
"The leg transform.";
|
|
|
|
public const string Foot =
|
|
"The foot transform.";
|
|
|
|
public const string Hips =
|
|
"The hips transform.";
|
|
|
|
public const string FootRotationOffset =
|
|
"The initial rotation offset for the feet.";
|
|
|
|
public const string StepCurve =
|
|
"The animation curve for evaluating the step height value.";
|
|
|
|
public const string StepDist =
|
|
"The distance before the step is triggered.";
|
|
|
|
public const string StepSpeed =
|
|
"The speed of the step for the foot.";
|
|
|
|
public const string StepHeight =
|
|
"The height of the step taken.";
|
|
|
|
public const string StepHeightScaleDist =
|
|
"The maximum distance for the step height to not be scaled.";
|
|
|
|
public const string MoveLowerThreshold =
|
|
"The lower bound of the move progress before the other foot can take a step.";
|
|
|
|
public const string MoveHigherThreshold =
|
|
"The upper bound of the move progress before the other foot can take a step.";
|
|
}
|
|
|
|
public static class TwistDistributionDataTooltips
|
|
{
|
|
public const string Skeleton =
|
|
"The OVR Skeleton component for the character.";
|
|
|
|
public const string Animator =
|
|
"The Animator component for the character.";
|
|
|
|
public const string SegmentStart =
|
|
"The start transform on the opposite side of the twist source (like an elbow).";
|
|
|
|
public const string SegmentUp =
|
|
"Optional. Assign a different transform to be used for the Segment End up vector.";
|
|
|
|
public const string SegmentEnd =
|
|
"The target transform containing the twist (like a wrist).";
|
|
|
|
public const string TwistNodes =
|
|
"The list of twist nodes to affect by the source transform's rotation.";
|
|
|
|
public const string TwistForwardAxis =
|
|
"The forward axis for the twist joints, one that points along the twist axis toward segment end.";
|
|
|
|
public const string TwistUpAxis =
|
|
"The up axis for the twist joints, one that matches the segment end up axis.";
|
|
|
|
public const string InvertForwardAxis =
|
|
"If true, invert the forward axis.";
|
|
|
|
public const string InvertUpAxis =
|
|
"If true, invert the up axis.";
|
|
}
|
|
|
|
public static class CopyPoseDataTooltips
|
|
{
|
|
public const string Animator =
|
|
"The Animator component for the character.";
|
|
|
|
public const string CopyPoseToOriginal =
|
|
"True if the pose being copied is the original pose. If false, the copied pose " +
|
|
"is assumed to be the final pose.";
|
|
|
|
public const string RetargetingLayer =
|
|
"Retargeting layer component to get data from.";
|
|
}
|
|
|
|
public static class RetargetingConstraintDataTooltips
|
|
{
|
|
public const string RetargetingLayer =
|
|
"Retargeting layer component to get data from.";
|
|
|
|
public const string AllowDynamicAdjustmentsRuntime =
|
|
"Allow dynamic adjustments at runtime. Editor-only.";
|
|
|
|
public const string AvatarMask =
|
|
"Avatar mask to restrict retargeting. While the humanoid retargeter " +
|
|
"class has similar fields, this one is easier to use.";
|
|
|
|
public const string SourceTransforms =
|
|
"Source transforms used for retargeting.";
|
|
|
|
public const string TargetTransforms =
|
|
"Target transforms affected by retargeting.";
|
|
|
|
public const string ShouldUpdatePositions =
|
|
"Indicates if target transform's position should be updated. " +
|
|
"Once a position is updated, the original position will be lost.";
|
|
|
|
public const string ShouldUpdateRotations =
|
|
"Indicates if target transform's rotation should be updated. " +
|
|
"Once a rotation is updated, the original rotation will be lost.";
|
|
|
|
public const string RotationOffsets =
|
|
"Rotation offset to be applied during retargeting.";
|
|
|
|
public const string RotationAdjustments =
|
|
"Optional rotational adjustment to be applied during retargeting.";
|
|
}
|
|
|
|
public static class RetargetingLayerTooltips
|
|
{
|
|
public const string CorrectPositionsLateUpdate =
|
|
"Allows correcting positions in LateUpdate for accuracy.";
|
|
|
|
public const string LeftHandCorrectionWeightLateUpdate =
|
|
"Allow correcting rotations in LateUpdate. This can produce more " +
|
|
"accurate hands, for instance.";
|
|
|
|
public const string RightHandCorrectionWeightLateUpdate =
|
|
"Allow correcting rotations in LateUpdate. This can produce more " +
|
|
"accurate hands, for instance.";
|
|
|
|
public const string ShoulderCorrectionWeightLateUpdate =
|
|
"Allow correcting shoulder transforms in LateUpdate. This can produce more " +
|
|
"accurate shoulders, for instance.";
|
|
|
|
public const string HandIKType =
|
|
"The type of IK that should be applied to modify the arm bones toward the " +
|
|
"correct hand target.";
|
|
|
|
public const string UseWorldHandPosition =
|
|
"If true, use the world hand position for placing the hand instead of the scaled position.";
|
|
|
|
public const string UseCustomHandTargetPosition =
|
|
"If true, use the custom hand target position for the target position.";
|
|
|
|
public const string UseSecondaryBoneId =
|
|
"If true, use the secondary bone position before solving for the target position.";
|
|
|
|
public const string CustomHandTargetPosition =
|
|
"The custom hand target position.";
|
|
|
|
public const string MaxHandStretch =
|
|
"The maximum stretch for the hand to reach the target position that is allowed.";
|
|
|
|
public const string MaxShoulderStretch =
|
|
"The maximum stretch for the shoulder to help the hand reach the target position that is allowed.";
|
|
|
|
public const string IKTolerance =
|
|
"The maximum distance between the resulting position and target position that is allowed.";
|
|
|
|
public const string IKIterations =
|
|
"The maximum number of iterations allowed for the IK algorithm..";
|
|
|
|
public const string ApplyAnimationConstraintsToCorrectedPositions =
|
|
"Apply position offsets done by animation rigging constraints for corrected " +
|
|
"positions. Due to the limited motion of humanoid avatars, this should be set if any " +
|
|
"animation rigging constraints are applied after the retargeting job runs.";
|
|
|
|
public const string EnableTrackingByProxy =
|
|
"Create proxy transforms that track the skeletal bones. If the " +
|
|
"skeletal bone transforms change, that won't necessitate creating new " +
|
|
"proxy transforms in most cases.";
|
|
|
|
public const string RetargetingAnimationConstraint =
|
|
"Related retargeting constraint.";
|
|
|
|
public const string RetargetingProcessors =
|
|
"List of retargeting processors, which run in late update after retargeting and animation rigging.";
|
|
|
|
public const string RetargetingAnimationRig =
|
|
"Retargeting animation rig to be updated based on body tracking.";
|
|
|
|
public const string ExternalBoneTargets =
|
|
"External bone targets to be updated based on body tracking.";
|
|
|
|
public const string RetargetedBoneMappings =
|
|
"Retargeted bone mappings to be updated based on valid bones in the humanoid.";
|
|
|
|
public const string CustomBindPose =
|
|
"The custom bind pose that can be used to modify the current bind pose.";
|
|
|
|
public const string FingerPositionCorrectionWeight =
|
|
"Finger position correction weight.";
|
|
|
|
public const string RegenJobData =
|
|
"Regenerate job data.";
|
|
|
|
public const string ProcessorType =
|
|
"Whether to use jobs or not.";
|
|
}
|
|
|
|
public static class LateMirroredObjectTooltips
|
|
{
|
|
public static class MirroredTransformPairTooltips
|
|
{
|
|
public const string OriginalTransform =
|
|
"The original transform.";
|
|
|
|
public const string MirroredTransform =
|
|
"The mirrored transform.";
|
|
}
|
|
|
|
public const string TransformToCopy =
|
|
"The transform which transform values are being mirrored from.";
|
|
|
|
public const string MyTransform =
|
|
"The target transform which transform values are being mirrored to.";
|
|
|
|
public const string MirroredTransformPairs =
|
|
"The array of mirrored transform pairs.";
|
|
|
|
public const string MirrorScale =
|
|
"Mirror scale.";
|
|
}
|
|
|
|
public static class LateMirroredSkeletonTooltips
|
|
{
|
|
public static class MirroredBonePairTooltips
|
|
{
|
|
public const string ShouldBeReparented =
|
|
"If true, this mirrored bone should be reparented to match the original bone.";
|
|
|
|
public const string OriginalBone =
|
|
"The original transform.";
|
|
|
|
public const string MirroredBone =
|
|
"The mirrored transform.";
|
|
}
|
|
|
|
public const string SkeletonToCopy =
|
|
"The skeleton which transform values are being mirrored from.";
|
|
|
|
public const string MySkeleton =
|
|
"The target skeleton which transform values are being mirrored to.";
|
|
|
|
public const string MirroredBonePairs =
|
|
"The array of mirrored bone pairs.";
|
|
}
|
|
|
|
public static class RetargetedBoneTargetsTooltips
|
|
{
|
|
public static class RetargetedBoneTargetTooltips
|
|
{
|
|
public const string HumanBodyBone =
|
|
"The human body bone representation of this bone.";
|
|
|
|
public const string Target =
|
|
"The target transform to update with the retargeted bone data.";
|
|
|
|
public const string PositionOffset =
|
|
"The position offset from the target transform.";
|
|
}
|
|
|
|
public const string RetargetedBoneTargets =
|
|
"The array of retargeted bone targets.";
|
|
}
|
|
|
|
public static class RetargetingMenuTooltips
|
|
{
|
|
public const string CharacterToSpawn =
|
|
"Main character prefab to spawn.";
|
|
|
|
public const string SpawnParent =
|
|
"Parent to spawn under.";
|
|
|
|
public const string SpawnOffset =
|
|
"Offset per spawn.";
|
|
|
|
public const string RestPoseObject =
|
|
"The rest pose humanoid object.";
|
|
|
|
public const string RestTPoseObject =
|
|
"The rest T-pose humanoid object.";
|
|
|
|
public const string TPoseMask =
|
|
"Positions to correct mask, intended to set certain joints of " +
|
|
"animation rigged characters to T-Pose during retargeting.";
|
|
}
|
|
|
|
public static class AnimatorBoneVisualizerTooltips
|
|
{
|
|
public const string AnimatorComp =
|
|
"Animator component to visualize bones for.";
|
|
}
|
|
|
|
public static class OVRSkeletonBoneVisualizerTooltips
|
|
{
|
|
public const string OVRSkeletonComp =
|
|
"OVRSkeleton component to visualize bones for.";
|
|
|
|
public const string VisualizeBindPose =
|
|
"Whether to visualize bind pose or not.";
|
|
}
|
|
|
|
public static class BoneVisualizerTooltips
|
|
{
|
|
|
|
public const string WhenToRender =
|
|
"When to render this skeleton during the Unity gameloop.";
|
|
|
|
public const string VisualizationGuideType =
|
|
"The type of guide used to visualize bones.";
|
|
|
|
public const string MaskToVisualize =
|
|
"Mask to use for visualization.";
|
|
|
|
public const string BoneVisualData =
|
|
"Bone collection to use for visualization.";
|
|
|
|
public const string LineRendererPrefab =
|
|
"Line renderer to use for visualization.";
|
|
|
|
public const string AxisRendererPrefab =
|
|
"Axis renderer to use for visualization.";
|
|
|
|
public const string VisualType =
|
|
"Indicates what kind of visual is desired.";
|
|
}
|
|
|
|
public static class BlendHandConstraintsTooltips
|
|
{
|
|
public const string Constraints =
|
|
"Constraints to control the weight of.";
|
|
|
|
public const string RetargetingLayer =
|
|
"The character's retargeting layer.";
|
|
|
|
public const string BoneIdToTest =
|
|
"Bone ID, usually the wrist. Can be modified depending " +
|
|
"on the skeleton used.";
|
|
|
|
public const string HeadTransform =
|
|
"Head transform to do distance checks against.";
|
|
|
|
public const string AutoAddTo =
|
|
"MonoBehaviour to add to.";
|
|
|
|
public const string ConstraintsMinDistance =
|
|
"Distance where constraints are set to 1.0.";
|
|
|
|
public const string ConstraintsMaxDistance =
|
|
"Distance where constraints are set to 0.0.";
|
|
|
|
public const string BlendMultiplier =
|
|
"Multiplier that influences weight interpolation based on distance.";
|
|
|
|
public const string MaxWeight =
|
|
"Max constraint weight.";
|
|
}
|
|
|
|
public static class CustomAnimToggleTooltips
|
|
{
|
|
public const string AnimClip =
|
|
"Animation clip to play.";
|
|
public const string CustomMask =
|
|
"Mask to apply.";
|
|
public const string RetargetingConstraints =
|
|
"Retargeting constraints to fix based on animation state.";
|
|
public const string Animators =
|
|
"Animators to control.";
|
|
public const string CustomAnimEnabled =
|
|
"True if animation is enabled, false is not.";
|
|
public const string WorldText =
|
|
"Text to update to based on animation state.";
|
|
public const string AnimParamName =
|
|
"Animator parameter name.";
|
|
}
|
|
|
|
public static class SkeletonHandAdjustmentTooltips
|
|
{
|
|
public const string Hand =
|
|
"ISDK Hand source. Can be Synthetic hand. First hand in list that is active and enabled is used.";
|
|
|
|
public const string CameraRig =
|
|
"Should be the OVRCameraRig, which ISDK hands will offset to follow";
|
|
|
|
public const string HandsAreOffset =
|
|
"If the camera rig moves but the body is stationary, this should be true.\n" +
|
|
"If the camera rig and body move together, this can stay false.";
|
|
}
|
|
|
|
public static class ActivateToggleTooltips
|
|
{
|
|
public const string Index =
|
|
"Which state is set from state list";
|
|
|
|
public const string WrapIndex =
|
|
"Whether or not Next/Prev will wrap back around after the limit";
|
|
|
|
public const string States =
|
|
"The list of triggerable states";
|
|
|
|
public const string OnSetNameChange =
|
|
"When the Index changes, these callbacks will be called with the name of the triggered state";
|
|
|
|
public const string Set_Name =
|
|
"Name of this state";
|
|
|
|
public const string Set_Ignored =
|
|
"If true, this state will be ignored by Prev() and Next() methods";
|
|
|
|
public const string Set_ObjectsToActivate =
|
|
"Objects that will activate and deactivate with this state";
|
|
}
|
|
|
|
public static class TransformsFollowTooltips
|
|
{
|
|
public const string FollowingTransforms =
|
|
"Other Transforms that will follow this Transform";
|
|
}
|
|
|
|
public static class AnimationConstraintMaskerTooltips
|
|
{
|
|
public const string Mask =
|
|
"Section of body where body tracking continues animating while activity triggers";
|
|
|
|
public const string ActivityExitTime =
|
|
"Seconds of inactivity till entire animator follows body tracking again";
|
|
|
|
public const string Animator =
|
|
"The body being animated";
|
|
|
|
public const string ConstraintsToDeactivate =
|
|
"Partial names of constraints to deactivate when animation masking is active. For"
|
|
+ "example, {\"_Leg\"} will disable all rig constraints with \"_Leg\" in the name.";
|
|
}
|
|
|
|
public static class AnimationConstraintBlenderTooltips
|
|
{
|
|
public const string ActivityExitTime =
|
|
"Seconds of inactivity till entire animator follows body tracking again.";
|
|
|
|
public const string Animator =
|
|
"The body being animated.";
|
|
|
|
public const string ConstraintsToDeactivate =
|
|
"Constraints to deactivate when animation is active.";
|
|
|
|
public const string ConstraintsToBlend =
|
|
"Constraints to blend when animation is active.";
|
|
}
|
|
|
|
public static class AnimatorHooksTooltips
|
|
{
|
|
public const string AutoAssignAnimatorsFromChildren =
|
|
"If true, Animators field will be dynamically set";
|
|
|
|
public const string Animators =
|
|
"Animators who should receive signals to animate";
|
|
|
|
public const string MaxInputAcceleration =
|
|
"Max input acceleration.";
|
|
}
|
|
|
|
public static class JumpingRigidbodyTooltips
|
|
{
|
|
public const string Rigidbody =
|
|
"Should reference the main Rigidbody of the character controller";
|
|
|
|
public const string TargetJumpHeight =
|
|
"How many units high the character controller should jump";
|
|
|
|
public const string CanOnlyJumpOnGround =
|
|
"Prevents jump impulse if the character controller is not grounded";
|
|
|
|
public const string JumpEvents =
|
|
"Callbacks to trigger at certain stages of jumping";
|
|
|
|
public const string FloorLayerMask =
|
|
"These collision layers will be checked for collision as valid ground to jump from";
|
|
}
|
|
|
|
public static class MovementSDKLocomotionTooltips
|
|
{
|
|
public const string Rigidbody =
|
|
"Should reference the main Rigidbody of the character controller";
|
|
|
|
public const string Collider =
|
|
"The Collider that counts as this character's feet";
|
|
|
|
public const string EnableMovement =
|
|
"Joystick will move forward and backward, as well as strafe left and right at Speed";
|
|
|
|
public const string EnableRotation =
|
|
"Joystick will turn according to RotationAngle";
|
|
|
|
public const string ScaleInputByActualVelocity =
|
|
"If Input given to input events reflects obstacles hampering velocity";
|
|
|
|
public const string RotationAngle =
|
|
"Default snap turn amount.";
|
|
|
|
public const string RotationPerSecond =
|
|
"Default turn speed, when rotating smoothly";
|
|
|
|
public const string Speed =
|
|
"How quickly the controller will move with fully extended joystick";
|
|
|
|
public const string CameraRig =
|
|
"The Camera Rig";
|
|
|
|
public const string MovementEvents =
|
|
"Callbacks to trigger on certain movement input events";
|
|
}
|
|
|
|
public static class ReappearAfterFallTooltips
|
|
{
|
|
public const string Rigidbody =
|
|
"Should reference the main Rigidbody of the character controller";
|
|
|
|
public const string MinimumY =
|
|
"When _rigidbody.transform.position.y is lower than this value, restart it";
|
|
|
|
}
|
|
|
|
public static class SphereColliderFollowerTooltips
|
|
{
|
|
public const string Collider =
|
|
"Which sphere is being followed by this graphic?";
|
|
}
|
|
|
|
public static class SphereColliderStaysBelowHipsTooltips
|
|
{
|
|
public const string Collider =
|
|
"The sphere collider at the foot of the body tracked user";
|
|
|
|
public const string CharacterRoot =
|
|
"Root of the character object, which has specially named body tracked bones as children somewhere in it's hierarchy";
|
|
|
|
public const string TrackedHipTransform =
|
|
"Transform that move when the player moves in real life.";
|
|
|
|
public const string TrackingToes =
|
|
"Transforms belonging to feet, at the ground, that move when the animated character moves.";
|
|
|
|
public const string ColliderFollowsToes =
|
|
"If true, the sphere collider will be influenced by the y-position of toes";
|
|
|
|
public const string FloorLayerMask =
|
|
"Collision layers to avoid merging foot collision area into (due to animation or body tracking)";
|
|
|
|
public const string ExpectedBodyCapsule =
|
|
"Capsule volume where the body is expected, should be a trigger";
|
|
}
|
|
|
|
public static class ActivatableStateSetTooltips
|
|
{
|
|
public const string Set =
|
|
"Set of activatable states";
|
|
|
|
public const string Index =
|
|
"Index of current activatable state";
|
|
|
|
public const string MinimumActivationDuration =
|
|
"Minimum number of seconds a state can count as active. Exit time.";
|
|
|
|
public const string OnTimerChange =
|
|
"Callback to notify as the activation timeout timer advances";
|
|
}
|
|
|
|
public static class OVRInputBindingTooltips
|
|
{
|
|
public const string ButtonBindings =
|
|
"Button state listeners";
|
|
|
|
public const string JoystickBindings =
|
|
"Joysticks state listeners";
|
|
|
|
public const string OnUpdate =
|
|
"Check input bindings on Update";
|
|
|
|
public const string OnFixedUpdate =
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|
"Check input bindings on FixedUpdate";
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}
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public static class UnityInputBindingTooltips
|
|
{
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public const string ButtonJump =
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"Triggered by Input.GetButton(\"Jump\")";
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public const string AxisHorizontalVertical =
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"Triggered by Input.GetAxis() \"Hoizontal\" and \"Vertical\"";
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public const string KeyBindings =
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"Key bindings listening to Input.GetKey(KeyCode)";
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}
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public static class ReorderInHierarchyTooltips
|
|
{
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public const string HowToReorder =
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|
"How to reorder this transform in the hierarchy";
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|
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public const string Target =
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|
"Which object to reorder in relation to";
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}
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public static class OVRBodyTrackingStateListenerTooltips
|
|
{
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public const string StateListeners =
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|
"Body tracking state listeners";
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|
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public const string MaxWaitTimeForBodyTracking =
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|
"How many seconds before body tracking times out and is considered disconnected";
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|
}
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|
|
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public static class ToggleConstraintsSkeletonStateTooltips
|
|
{
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public const string Constraints =
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|
"Constraints to control the weight of.";
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|
|
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public const string Skeleton =
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|
"The skeleton object that needs to be tracked.";
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|
}
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|
|
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public static class BodyTrackingFidelityToggleTooltips
|
|
{
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public const string CurrentFidelity =
|
|
"The current fidelity set.";
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|
|
|
public const string WorldText =
|
|
"The text to update after body tracking fidelity is changed.";
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|
}
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|
|
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public static class SuggestBodyTrackingCalibrationButtonTooltips
|
|
{
|
|
public const string WorldText =
|
|
"The text to modify once height is modified.";
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|
|
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public const string Height =
|
|
"The height to set in meters.";
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|
|
|
public const string CalibrateOnStartup =
|
|
"Allows calibration on startup.";
|
|
}
|
|
|
|
public static class BlendHandConstraintsFullBodyTooltips
|
|
{
|
|
public const string Constraints =
|
|
"Constraints to control the weight of.";
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|
|
|
public const string RetargetingLayer =
|
|
"The character's retargeting layer.";
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|
|
|
public const string BoneIdToTest =
|
|
"Bone ID, usually the wrist. Can be modified depending " +
|
|
"on the skeleton used.";
|
|
|
|
public const string HeadTransform =
|
|
"Head transform to do distance checks against.";
|
|
|
|
public const string AutoAddTo =
|
|
"MonoBehaviour to add to.";
|
|
|
|
public const string ConstraintsMinDistance =
|
|
"Distance where constraints are set to 1.0.";
|
|
|
|
public const string ConstraintsMaxDistance =
|
|
"Distance where constraints are set to 0.0.";
|
|
|
|
public const string BlendCurve =
|
|
"Multiplier that influences weight interpolation based on distance.";
|
|
|
|
public const string MaxWeight =
|
|
"Max constraint weight.";
|
|
}
|
|
|
|
public static class RestPoseObjectHumanoidTooltips
|
|
{
|
|
public const string BonePoseDataArray =
|
|
"A flat array containing all bone pose data.";
|
|
}
|
|
|
|
public static class RetargetingBlendHandProcessorTooltips
|
|
{
|
|
public const string MinDistance =
|
|
"Distance where weight is set to 1.0.";
|
|
|
|
public const string MaxDistance =
|
|
"Distance where weight is set to 0.0.";
|
|
|
|
public const string BlendCurve =
|
|
"Multiplier that influences weight interpolation based on distance.";
|
|
|
|
public const string FullBodySecondBoneIdToTest =
|
|
"(Full Body) Secondary Bone ID, usually the lower arm. " +
|
|
"This is the target bone that the upper arm will pre-rotate to for a more accurate IK solve. " +
|
|
"Can be modified depending on the skeleton used.";
|
|
|
|
public const string FullBodyBoneIdToTest =
|
|
"(Full Body) Bone ID, usually the wrist. Can be modified depending on the skeleton used.";
|
|
|
|
public const string BoneIdToTest =
|
|
"Bone ID, usually the wrist. Can be modified depending on the skeleton used.";
|
|
|
|
public const string IsFullBody =
|
|
"Specifies if this is full body or not.";
|
|
|
|
public const string HeadView =
|
|
"The type of head that should be used to blend hands.";
|
|
}
|
|
|
|
public static class RetargetingProcessorCorrectHandTooltips
|
|
{
|
|
public static class SyncOvrControllersAndHandsSettingsTooltips
|
|
{
|
|
public const string SyncOvrOption =
|
|
"Specifies how hand target data should be synced with the OVRControllers and OVRHands data.";
|
|
|
|
public const string OvrHandControllerPositionOffset =
|
|
"The offset to get the hand position from the OVR controller root position. \n" +
|
|
"This offset value is taken from Interaction SDK.";
|
|
|
|
public const string OvrHandControllerOrientationOffset =
|
|
"The offset to get the hand rotation from the OVR controller root rotation. \n" +
|
|
"This offset value is taken from Interaction SDK.";
|
|
|
|
public const string MirrorHandControllerOffsets =
|
|
"True if the hand controller offsets should be mirrored for the left hand.";
|
|
}
|
|
|
|
public const string BlendHandWeight =
|
|
"The weight of the hand blending.";
|
|
|
|
public const string HandIKWeight =
|
|
"The weight of the hand blending.";
|
|
|
|
public const string ArmChainBones =
|
|
"The weight of the hand blending.";
|
|
|
|
public const string SyncOvrControllersAndHandsSettings =
|
|
"Settings for syncing with OVRControllers and OVRHands.";
|
|
|
|
public const string LeftHandProcessor =
|
|
"Left hand processor.";
|
|
|
|
public const string RightHandProcessor =
|
|
"Right hand processor.";
|
|
}
|
|
|
|
public static class ExternalBoneTargetsTooltips
|
|
{
|
|
public static class BoneTargetTooltips
|
|
{
|
|
public const string BoneId =
|
|
"The OVRSkeleton.BoneId that must be tracked.";
|
|
public const string HumanBodyBone =
|
|
"The human body bone representation of this bone.";
|
|
public const string Target =
|
|
"The target transform to update with body tracking bone data.";
|
|
}
|
|
|
|
public const string BoneTargets =
|
|
"The array of bone targets.";
|
|
public const string IsFullBody =
|
|
"Is it full body (or not).";
|
|
public const string Enabled =
|
|
"Enables or disables functionality.";
|
|
}
|
|
|
|
public static class RetargetedBoneMappingsTooltips
|
|
{
|
|
public const string HumanBodyBonePairs =
|
|
"HumanBodyBone pairs for this humanoid.";
|
|
|
|
public const string HumanBodyBoneToBoneId =
|
|
"HumanBodyBone to BodyJointId mapping for this humanoid.";
|
|
}
|
|
|
|
public static class TargetOffsetCorrectionTooltips
|
|
{
|
|
public const string RigBuilder =
|
|
"Rig builder of character.";
|
|
public const string AnkleBone =
|
|
"Ankle bone.";
|
|
public const string TipBone =
|
|
"Foot tip bone.";
|
|
public const string GroundingConstraint =
|
|
"Foot grounding constraint.";
|
|
}
|
|
|
|
public static class VisemeDriverTooltips
|
|
{
|
|
public const string OvrFaceExpression =
|
|
"OvrFaceExpression component in the scene.";
|
|
public const string VisemeMapping =
|
|
"The mapping between the blendshapes and the FaceViseme.";
|
|
public const string Mesh =
|
|
"The mesh with viseme-compatible blendshapes.";
|
|
}
|
|
}
|