diff --git a/Runtime/HumanoidControl/Scripts/Pose/Pose.cs b/Runtime/HumanoidControl/Scripts/Pose/Pose.cs index d8d0d91..8302703 100644 --- a/Runtime/HumanoidControl/Scripts/Pose/Pose.cs +++ b/Runtime/HumanoidControl/Scripts/Pose/Pose.cs @@ -5,6 +5,35 @@ using UnityEngine; namespace Passer.Humanoid { + /// + /// Humanoid can be put in certain poses, which can be shared between humanoids. + /// + /// Hand Poses and Facial Expressions are specific poses which use the same implementation. + /// The Humanoid Pose can determine the pose of the whole humanoid. + /// + /// Use + /// === + /// A humanoid can be set in a specific pose by selecting the pose in the Pose parameter of the Humanoid Control component. + /// While a humanoid is set in a specific pose, it is no longer possible to change the pose of the Humanoid in the scene view. + /// This is only possible in Edit mode or when no pose has been selected. + /// + /// Create + /// ====== + /// A new pose can be created in the project window by right-clicking and selecting Create->Humanoid->Pose. + /// This pose will be an empty pose which has no effect on the pose of an humanoid. + /// + /// Edit + /// ==== + /// A pose can be changed by selecting it as the pose for a humanoid and then entering Edit mode by clicking the button at the right: + /// + /// \image html PoseEditMode.png + /// \image rtf PoseEditMode.png + /// + /// Now it is possible to change the pose directly in the scene view by dragging or rotating Targets of the humanoids. + /// Edit mode is exited by clicking the Button at the right again: + /// + /// \image html PoseNonEditMode.png + /// \image rtf PoseNonEditMode.png [System.Serializable] [CreateAssetMenu(menuName = "Humanoid/Pose", fileName = "HumanoidPose",order = 103)] public class Pose : ScriptableObject {