SpineSettings
public sealed class SpineSettingsNamespace NodeWorld.Avatar.IK.
Settings of the spine: how the head target moves the pelvis, the chest and the neck.
Fields
headPositionWeight
public float headPositionWeightHow much the head reaches the position of the head target (0 to 1).
headRotationWeight
public float headRotationWeightHow much the head takes the rotation of the head target (0 to 1).
headClampWeight
public float headClampWeightLimits the head's rotation away from the chest's (0: no limit, 1: none allowed).
minHeadHeight
public float minHeadHeightLowest height of the head above the root, in meters.
useAnimatedHeadHeightWeight
public float useAnimatedHeadHeightWeightHow much the animated head height is kept instead of the tracked one (0 to 1).
useAnimatedHeadHeightRange
public float useAnimatedHeadHeightRangeWithin this distance (meters) of the animated head height, the tracked height wins.
animatedHeadHeightBlend
public float animatedHeadHeightBlendSmoothing of the animated head height, in seconds.
pelvisPositionWeight
public float pelvisPositionWeightHow much the pelvis reaches the position of a pelvis target (0 to 1).
pelvisRotationWeight
public float pelvisRotationWeightHow much the pelvis takes the rotation of a pelvis target (0 to 1).
maintainAnimatedPelvis
public float maintainAnimatedPelvisHow much the animated pelvis position is kept when the head moves (0 to 1).
chestGoalWeight
public float chestGoalWeightHow much the chest turns toward its bend goal (0 to 1).
chestClampWeight
public float chestClampWeightLimits the chest's rotation away from the pelvis's (0: no limit, 1: none allowed).
rotateChestByHands
public float rotateChestByHandsHow much the hands turn the chest (0 to 1).
bodyPositionStiffness
public float bodyPositionStiffnessHow stiffly the body follows the head's position (0 to 1).
bodyRotationStiffness
public float bodyRotationStiffnessHow stiffly the body follows the head's rotation (0 to 1).
neckStiffness
public float neckStiffnessHow stiffly the neck keeps its shape (0 to 1).
moveBodyBackWhenCrouching
public float moveBodyBackWhenCrouchingHow far the body moves back while crouching, as a share of the crouch.
maxRootAngle
public float maxRootAngleLargest angle between the root's heading and the head's before the root turns, in degrees.
rootHeadingOffset
public float rootHeadingOffsetTurns the root's heading by this angle, in degrees.
headPositionOffset
public Vector3 headPositionOffsetRuntime offset added to the head target's position (offset modifiers).
headRotationOffset
public Quaternion headRotationOffsetRuntime offset added to the head target's rotation.
pelvisPositionOffset
public Vector3 pelvisPositionOffsetRuntime offset added to the pelvis's solved position.
pelvisRotationOffset
public Quaternion pelvisRotationOffsetRuntime offset added to the pelvis's solved rotation.
chestPositionOffset
public Vector3 chestPositionOffsetRuntime offset added to the chest's solved position.
chestRotationOffset
public Quaternion chestRotationOffsetRuntime offset added to the chest's solved rotation.
IKPositionHead
public Vector3 IKPositionHeadPosition of the head target this frame (world space).
IKRotationHead
public Quaternion IKRotationHeadRotation of the head target this frame (world space).
IKPositionPelvis
public Vector3 IKPositionPelvisPosition of the pelvis target this frame (world space).
IKRotationPelvis
public Quaternion IKRotationPelvisRotation of the pelvis target this frame (world space).
goalPositionChest
public Vector3 goalPositionChestWhere the chest bends toward this frame (world space).
