Namespace Serenity.ProceduralAnimator.Application.Validation
Classes
BoneNamingConventions
Single source of truth for the chest/spine bone-naming convention procedural rigging relies on to auto-detect and rank candidate bones on an arbitrary humanoid-ish skeleton. Pure string logic — engine-agnostic — so it is the one place a future non-Unity port needs to reimplement, instead of the convention being duplicated (and able to drift) across the prefab applier and the scaffold generator. Two related but distinct queries are covered:
- IsKnownBoneName(string) / ChestBoneNames / SpineBoneNames: exact (case-insensitive) name matching, used to recognize bones while walking a live transform hierarchy.
- SelectBestPrimaryBone(List<string>): priority ranking over an already-known list of bone ids (substring match), used to pick the single best bone to drive an oscillation layer.