4-segmented analytic arm chain. More...
Public Attributes | |
Transform | target |
The hand target. This should not be the hand controller itself, but a child GameObject parented to it so you could adjust its position/rotation to match the orientation of the hand bone. The best practice for setup would be to move the hand controller to the avatar's hand as it it was held by the avatar, duplicate the avatar's hand bone and parent it to the hand controller. Then assign the duplicate to this slot. More... | |
float | positionWeight = 1f |
Positional weight of the hand target. Note that if you have nulled the target, the hand will still be pulled to the last position of the target until you set this value to 0. More... | |
float | rotationWeight = 1f |
Rotational weight of the hand target. Note that if you have nulled the target, the hand will still be rotated to the last rotation of the target until you set this value to 0. More... | |
float | shoulderRotationWeight = 1f |
The weight of shoulder rotation. More... | |
ShoulderRotationMode | shoulderRotationMode = ShoulderRotationMode.YawPitch |
Different techniques for shoulder bone rotation. More... | |
float | shoulderTwistWeight = 1f |
The weight of twisting the shoulders backwards when arms are lifted up. More... | |
float | shoulderYawOffset = 45f |
Tweak this value to adjust shoulder rotation around the yaw (up) axis. More... | |
float | shoulderPitchOffset = -30f |
Tweak this value to adjust shoulder rotation around the pitch (forward) axis. More... | |
Transform | bendGoal |
The elbow will be bent towards this Transform if 'Bend Goal Weight' > 0. More... | |
float | bendGoalWeight |
If greater than 0, will bend the elbow towards the 'Bend Goal' Transform. More... | |
float | swivelOffset |
Angular offset of the elbow bending direction. More... | |
Vector3 | wristToPalmAxis = Vector3.zero |
Local axis of the hand bone that points from the wrist towards the palm. Used for defining hand bone orientation. If you have copied VRIK component from another avatar that has different bone orientations, right-click on VRIK header and select 'Guess Hand Orientations' from the context menu. More... | |
Vector3 | palmToThumbAxis = Vector3.zero |
Local axis of the hand bone that points from the palm towards the thumb. Used for defining hand bone orientation If you have copied VRIK component from another avatar that has different bone orientations, right-click on VRIK header and select 'Guess Hand Orientations' from the context menu.. More... | |
float | armLengthMlp = 1f |
Use this to make the arm shorter/longer. Works by displacement of hand and forearm localPosition. More... | |
AnimationCurve | stretchCurve = new AnimationCurve() |
'Time' represents (target distance / arm length) and 'value' represents the amount of stretching. So value at time 1 represents stretching amount at the point where distance to the target is equal to arm length. Value at time 2 represents stretching amount at the point where distance to the target is double the arm length. Linear stretching would be achieved with a linear curve going up by 45 degrees. Increase the range of stretching by moving the last key up and right by the same amount. Smoothing in the curve can help reduce elbow snapping (start stretching the arm slightly before target distance reaches arm length). To get a good optimal value for this curve, please go to the 'VRIK (Basic)' demo scene and copy the stretch curve over from the Pilot character. More... | |
Vector3 | IKPosition |
Target position of the hand. Will be overwritten if target is assigned. More... | |
Quaternion | IKRotation = Quaternion.identity |
Target rotation of the hand. Will be overwritten if target is assigned. More... | |
Vector3 | bendDirection = Vector3.back |
The bending direction of the limb. Will be used if bendGoalWeight is greater than 0. Will be overwritten if bendGoal is assigned. More... | |
Vector3 | handPositionOffset |
Position offset of the hand. Will be applied on top of hand target position and reset to Vector3.zero after each update. More... | |
4-segmented analytic arm chain.