// This file is generated from JsonSchema. Don't modify this source code. using System; using System.Collections.Generic; namespace UniGLTF.Extensions.VRMC_vrm_animation { public class HumanBone { // Dictionary object with extension-specific objects. public object Extensions; // Application-specific data. public object Extras; // Represents a single glTF node mapped to this humanBone. public int? Node; } public class HumanBones { // Dictionary object with extension-specific objects. public object Extensions; // Application-specific data. public object Extras; // Represents a single bone of a Humanoid. public HumanBone Hips; // Represents a single bone of a Humanoid. public HumanBone Spine; // Represents a single bone of a Humanoid. public HumanBone Chest; // Represents a single bone of a Humanoid. public HumanBone UpperChest; // Represents a single bone of a Humanoid. public HumanBone Neck; // Represents a single bone of a Humanoid. public HumanBone Head; // Represents a single bone of a Humanoid. public HumanBone Jaw; // Represents a single bone of a Humanoid. public HumanBone LeftUpperLeg; // Represents a single bone of a Humanoid. public HumanBone LeftLowerLeg; // Represents a single bone of a Humanoid. public HumanBone LeftFoot; // Represents a single bone of a Humanoid. public HumanBone LeftToes; // Represents a single bone of a Humanoid. public HumanBone RightUpperLeg; // Represents a single bone of a Humanoid. public HumanBone RightLowerLeg; // Represents a single bone of a Humanoid. public HumanBone RightFoot; // Represents a single bone of a Humanoid. public HumanBone RightToes; // Represents a single bone of a Humanoid. public HumanBone LeftShoulder; // Represents a single bone of a Humanoid. public HumanBone LeftUpperArm; // Represents a single bone of a Humanoid. public HumanBone LeftLowerArm; // Represents a single bone of a Humanoid. public HumanBone LeftHand; // Represents a single bone of a Humanoid. public HumanBone RightShoulder; // Represents a single bone of a Humanoid. public HumanBone RightUpperArm; // Represents a single bone of a Humanoid. public HumanBone RightLowerArm; // Represents a single bone of a Humanoid. public HumanBone RightHand; // Represents a single bone of a Humanoid. public HumanBone LeftThumbMetacarpal; // Represents a single bone of a Humanoid. public HumanBone LeftThumbProximal; // Represents a single bone of a Humanoid. public HumanBone LeftThumbDistal; // Represents a single bone of a Humanoid. public HumanBone LeftIndexProximal; // Represents a single bone of a Humanoid. public HumanBone LeftIndexIntermediate; // Represents a single bone of a Humanoid. public HumanBone LeftIndexDistal; // Represents a single bone of a Humanoid. public HumanBone LeftMiddleProximal; // Represents a single bone of a Humanoid. public HumanBone LeftMiddleIntermediate; // Represents a single bone of a Humanoid. public HumanBone LeftMiddleDistal; // Represents a single bone of a Humanoid. public HumanBone LeftRingProximal; // Represents a single bone of a Humanoid. public HumanBone LeftRingIntermediate; // Represents a single bone of a Humanoid. public HumanBone LeftRingDistal; // Represents a single bone of a Humanoid. public HumanBone LeftLittleProximal; // Represents a single bone of a Humanoid. public HumanBone LeftLittleIntermediate; // Represents a single bone of a Humanoid. public HumanBone LeftLittleDistal; // Represents a single bone of a Humanoid. public HumanBone RightThumbMetacarpal; // Represents a single bone of a Humanoid. public HumanBone RightThumbProximal; // Represents a single bone of a Humanoid. public HumanBone RightThumbDistal; // Represents a single bone of a Humanoid. public HumanBone RightIndexProximal; // Represents a single bone of a Humanoid. public HumanBone RightIndexIntermediate; // Represents a single bone of a Humanoid. public HumanBone RightIndexDistal; // Represents a single bone of a Humanoid. public HumanBone RightMiddleProximal; // Represents a single bone of a Humanoid. public HumanBone RightMiddleIntermediate; // Represents a single bone of a Humanoid. public HumanBone RightMiddleDistal; // Represents a single bone of a Humanoid. public HumanBone RightRingProximal; // Represents a single bone of a Humanoid. public HumanBone RightRingIntermediate; // Represents a single bone of a Humanoid. public HumanBone RightRingDistal; // Represents a single bone of a Humanoid. public HumanBone RightLittleProximal; // Represents a single bone of a Humanoid. public HumanBone RightLittleIntermediate; // Represents a single bone of a Humanoid. public HumanBone RightLittleDistal; } public class Humanoid { // Dictionary object with extension-specific objects. public object Extensions; // Application-specific data. public object Extras; // An object which maps humanoid bones to nodes. public HumanBones HumanBones; } public class Expression { // Dictionary object with extension-specific objects. public object Extensions; // Application-specific data. public object Extras; // Represents a single glTF node mapped to this expression. public int? Node; } public class Preset { // Represents a single expression. public Expression Happy; // Represents a single expression. public Expression Angry; // Represents a single expression. public Expression Sad; // Represents a single expression. public Expression Relaxed; // Represents a single expression. public Expression Surprised; // Represents a single expression. public Expression Aa; // Represents a single expression. public Expression Ih; // Represents a single expression. public Expression Ou; // Represents a single expression. public Expression Ee; // Represents a single expression. public Expression Oh; // Represents a single expression. public Expression Blink; // Represents a single expression. public Expression BlinkLeft; // Represents a single expression. public Expression BlinkRight; // Represents a single expression. public Expression Neutral; } public class Expressions { // Dictionary object with extension-specific objects. public object Extensions; // Application-specific data. public object Extras; // An object that contains definitions of preset expressions. public Preset Preset; // An object that contains definitions of custom expressions. public Dictionary Custom; } public class LookAt { // Dictionary object with extension-specific objects. public object Extensions; // Application-specific data. public object Extras; // Represents a single glTF node represents the eye gaze point. public int? Node; // The position offset of the origin of the LookAt from the humanoid head bone public float[] OffsetFromHeadBone; } public class VRMC_vrm_animation { public const string ExtensionName = "VRMC_vrm_animation"; // Dictionary object with extension-specific objects. public object Extensions; // Application-specific data. public object Extras; // Specification version of VRMC_vrm_animation public string SpecVersion; // An object which describes about humanoid bones. public Humanoid Humanoid; // An object which maps expressions to nodes. public Expressions Expressions; // An object which maps a eye gaze point to a node. public LookAt LookAt; } }