UxrBodyIKSettings Class

Stores parameters that drive Inverse Kinematics for full-body avatars.

Inheritance Hierarchy

System.Object
  UltimateXR.Animation.IK.UxrBodyIKSettings
Namespace: UltimateXR.Animation.IK
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0

Syntax

C#

[SerializableAttribute]
public class UxrBodyIKSettings


The UxrBodyIKSettings type exposes the following members.

Constructors

NameDescription
Public methodUxrBodyIKSettings

Properties

NameDescription
Public propertyBodyPivotRotationSpeed Gets the speed the body will turn around with. This is used to smooth out rotation.
Public propertyChestBend Gets the amount the chest will bend when the head bends.
Public propertyChestTorsion Gets the amount the chest will turn when the head turns.
Public propertyEyesBaseHeight Gets the height of the eyes starting from the avatar root Y. This is used to know where to place the avatar head knowing the camera will be positioned on the eyes.
Public propertyEyesForwardOffset Gets the forward offset of the eyes starting from the avatar root Z. This is used to know where to place the avatar head knowing the camera will be positioned on the eyes.
Public propertyHeadFreeRangeBend Gets the amount of degrees the head can bend before requiring rotation of other bones down the spine.
Public propertyHeadFreeRangeTorsion Gets the amount of degrees the head can turn before requiring rotation of other bones down the spine.
Public propertyLockBodyPivot Gets whether the avatar pivot will be kept in place so that it will only rotate around.
Public propertyNeckBaseHeight Gets the height of the base of the neck starting from the avatar root Y. This is used to create a dummy neck when the avatar is lacking a neck bone.
Public propertyNeckForwardOffset Gets the forward offset of the neck starting from the avatar root Z. This is used to create a dummy neck when the avatar is lacking a neck bone.
Public propertyNeckHeadBalance Gets a value in [0.0, 1.0] range that tells how rotation will be distributed between the head and the neck. 0.0 will fully use the neck and 1.0 will fully use the head. Values in between will distribute it among the two.
Public propertySpineBend Gets the amount the spine will bend when the head bends.
Public propertySpineTorsion Gets the amount the spine will turn when the head turns.
Public propertyUpperChestBend Gets the amount the upper chest will bend when the head bends.
Public propertyUpperChestTorsion Gets the amount the upper chest will turn when the head turns.

Extension Methods

NameDescription
Public Extension MethodThrowIfNull Throws an exception if the object is null. (Defined by ObjectExt.)

Remarks

For now only half-body Inverse Kinematics is supported. Full-body will be implemented at some point.

See Also

Reference

UltimateXR.Animation.IK Namespace