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/// <see cref="Animator"/> <seealso cref="Avatar"/>. Custom joints can be
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/// created by applying <see cref="JointLabel"/> to empty game objects at a body
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/// part's location.
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///
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/// Keypoints are recorded by this labeler with a state value describing if they are present on the model,
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/// present but not visible, or visible. A keypoint can be listed as not visible for three reasons: it is outside
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/// of the camera's view frustum, it is occluded by another object in the scene, or it is occluded by itself, for
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/// example a raised arm in front a model's face could occlude its eyes from being visible. To calculate self
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/// occlusion values, the keypoint labeler uses tolerances per keypoint to determine if the keypoint is blocked.
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/// The initial tolerance value for each keypoint is set per keypoint in the <see cref="KeypointTemplate"/> file.
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/// The tolerance of a custom keypoints can be set with the <see cref="JointLabel"/> used to create the keypoint.
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/// Finally, a <see cref="KeypointOcclusionOverrides"/> component be added to a model to apply a universal scaling
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/// override to all of the keypoint tolerances defined in a keypoint template.
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/// </summary>
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[Serializable] |
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public sealed class KeypointLabeler : CameraLabeler |
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