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Classes | Enumerations
Package RootMotion.FinalIK

Classes

class  BipedIK
 IK system for standard biped characters that is designed to replicate and enhance the behaviour of the Unity's built-in character IK setup. More...
 
class  BipedIKSolvers
 BipedIK solver collection. More...
 
class  Constraint
 The base abstract class for all Transform constraints. More...
 
class  ConstraintPosition
 Constraints to position in world space. More...
 
class  ConstraintPositionOffset
 Offsets the transform from its (animated) position. More...
 
class  ConstraintRotation
 Constraints to rotation in world space More...
 
class  ConstraintRotationOffset
 Offsets the transform from its (animated) rotation More...
 
class  Constraints
 Contains and manages a set of constraints. More...
 
class  Finger
 Contains a LimbIK solver and some additional logic to handle the finger. More...
 
class  FingerRig
 Handles IK for a number of Fingers with 3-4 joints. More...
 
class  Grounder
 Dedicated abstrac base component for the Grounding solver. More...
 
class  GrounderBipedIK
 Grounding for BipedIK characters. More...
 
class  GrounderFBBIK
 Grounding for FBBIK characters. More...
 
class  GrounderIK
 Grounding for LimbIK, CCD and/or FABRIK solvers. More...
 
class  GrounderQuadruped
 Grounding for LimbIK, CCD and/or FABRIK solvers. More...
 
class  Grounding
 Foot placement system. More...
 
class  AimIK
 Aim IK solver component. More...
 
class  ArmIK
 Arm IK solver component. More...
 
class  CCDIK
 CCD (Cyclic Coordinate Descent) IK solver component. More...
 
class  FABRIK
 Forward and Backward Reaching IK solver component. More...
 
class  FABRIKRoot
 IK system for multiple branched FABRIK chains. More...
 
class  FullBodyBipedIK
 Full Body IK System designed specifically for bipeds More...
 
class  IK
 Base abstract class for IK solver components. More...
 
class  IKExecutionOrder
 Manages the execution order of IK components. More...
 
class  LegIK
 Leg IK solver component. More...
 
class  LimbIK
 IK component for IKSolverLimb. More...
 
class  LookAtIK
 Rotates a hierarchy of bones to face a target More...
 
class  TrigonometricIK
 Analytic IK algorithm based on the law of cosines More...
 
class  VRIK
 A full-body IK solver designed specifically for a VR HMD and hand controllers. More...
 
class  FABRIKChain
 Branch of FABRIK components in the FABRIKRoot hierarchy. More...
 
class  FBBIKArmBending
 Calculates bending direction and hand rotations for a FBBIK rig for VR hand controllers. More...
 
class  FBBIKHeadEffector
 Head effector for FBBIK. More...
 
class  FBIKChain
 A chain of bones in IKSolverFullBody. More...
 
class  IKConstraintBend
 Constraint used for fixing bend direction of 3-segment node chains in a node based IK solver. More...
 
class  IKEffector
 Effector for manipulating node based IK solvers. More...
 
class  IKMapping
 Maps a bone or a collection of bones to a node based IK solver More...
 
class  IKMappingBone
 Maps a single bone to a node in IK Solver More...
 
class  IKMappingLimb
 Maps a 3-segmented bone hierarchy to a node chain of an IK Solver More...
 
class  IKMappingSpine
 Mapping a bone hierarchy to 2 triangles defined by the hip and chest planes. More...
 
class  IKSolver
 The base abstract class for all IK solvers More...
 
class  IKSolverAim
 Rotates a hierarchy of bones to make a Transform aim at a target. If there are problems with continuity and the solver get's jumpy, make sure to keep IKPosition at a safe distance from the transform and try decreasing solver and bone weights. More...
 
class  IKSolverArm
 A wrapper for making IKSolverVRArm work with other IK components. More...
 
class  IKSolverCCD
 CCD (Cyclic Coordinate Descent) constrainable heuristic inverse kinematics algorithm. More...
 
class  IKSolverFABRIK
 Forward and Backward Reaching Inverse Kinematics solver. More...
 
class  IKSolverFABRIKRoot
 IK system for multiple branched FABRIK chains. More...
 
class  IKSolverFullBody
 Generic FBIK solver. In each solver update, IKSolverFullBody first reads the character's pose, then solves the IK and writes the solved pose back to the character via IKMapping. More...
 
class  IKSolverFullBodyBiped
 FBIK solver specialized to biped characters. More...
 
class  IKSolverHeuristic
 Contains methods common for all heuristic solvers. More...
 
class  IKSolverLeg
 A wrapper for making IKSolverVRLeg work with other IK components and the Grounder. More...
 
class  IKSolverLimb
 Extends IKSolverTrigonometric to add automatic bend and rotation modes. More...
 
class  IKSolverLookAt
 Rotates a hierarchy of bones to face a target. More...
 
class  IKSolverTrigonometric
 Analytic IK solver based on the Law of Cosines. More...
 
class  IKSolverVR
 Hybrid IK solver designed for mapping a character to a VR headset and 2 hand controllers More...
 
class  TwistRelaxer
 Relaxes the twist rotation if the TwistSolver transforms relative to their parent and a child Transforms, using their initial rotations as the most relaxed pose. More...
 
class  TwistSolver
 Relaxes the twist rotation if the Transform relative to its parent and a child Transforms, using the Transform's initial rotation as the most relaxed pose. More...
 
class  InteractionEffector
 Managing Interactions for a single FBBIK effector. More...
 
class  InteractionLookAt
 Controls LookAtIK for the InteractionSystem More...
 
class  InteractionObject
 Object than the InteractionSystem can interact with. More...
 
class  InteractionSystem
 Handles FBBIK interactions for a character. More...
 
class  InteractionTarget
 The target of an effector in the InteractionSystem. More...
 
class  InteractionTrigger
 When a character with an InteractionSystem component enters the trigger collider of this game object, this component will register itself to the InteractionSystem. The InteractionSystem can then use it to find the most appropriate InteractionObject and effectors to interact with. Use InteractionSystem.GetClosestTriggerIndex() and InteractionSystem.TriggerInteration() to trigger the interactions that the character is in contact with. More...
 
class  GenericPoser
 Posing the children of a Transform to match the children of another Transform More...
 
class  HandPoser
 Posing the children of a Transform to match the children of another Transform More...
 
class  Poser
 The base abstract class for all class that are translating a hierarchy of bones to match the translation of bones in another hierarchy. More...
 
class  RagdollUtility
 Ragdoll Utility controls switching characters in and out of ragdoll mode. It also enables you to use IK effects on top of ragdoll simulation. More...
 
class  RotationLimit
 The base abstract class for all Rotation limits. Contains common functionality and static helper methods More...
 
class  RotationLimitAngle
 Simple angular rotation limit. More...
 
class  RotationLimitHinge
 The hinge rotation limit limits the rotation to 1 degree of freedom around Axis. This rotation limit is additive which means the limits can exceed 360 degrees. More...
 
class  RotationLimitPolygonal
 Using a spherical polygon to limit the range of rotation on universal and ball-and-socket joints. A reach cone is specified as a spherical polygon on the surface of a a reach sphere that defines all positions the longitudinal segment axis beyond the joint can take. More...
 
class  RotationLimitSpline
 Using a spline to limit the range of rotation on universal and ball-and-socket joints. Reachable area is defined by an AnimationCurve orthogonally mapped onto a sphere. More...
 
class  AimController
 Handles smooth aim target switching, weight blending, target interpolation and root rotation. More...
 
class  AimPoser
 Aim Poser returns a reference by direction. More...
 
class  Amplifier
 Demo script that amplifies the motion of a body part relative to the root of the character or another body part. More...
 
class  BodyTilt
 Procedural body tilting with FBBIK. More...
 
class  CCDBendGoal
 Bend goal object for CCDIK. Add this to a GameObject you wish CCD to bend towards. More...
 
class  EditorIK
 Updates any Final IK component in Editor mode More...
 
class  HitReaction
 Class for creating procedural FBBIK hit reactions. More...
 
class  HitReactionVRIK
 Class for creating procedural FBBIK hit reactions. More...
 
class  Inertia
 Demo script that adds the illusion of mass to your character using FullBodyBipedIK. More...
 
class  OffsetModifier
 Base class for all FBBIK effector positionOffset modifiers. Works with animatePhysics, safe delegates, offset limits. More...
 
class  OffsetModifierVRIK
 Base class for all FBBIK effector positionOffset modifiers. Works with animatePhysics, safe delegates, offset limits. More...
 
class  OffsetPose
 Definition of FBBIK Offset pose. More...
 
class  PenetrationAvoidance
 Prevents body parts from penetrating scene geometry by offsetting effectors away from the colliders. More...
 
class  Recoil
 Procedural recoil using FBBIK. More...
 
class  ShoulderRotator
 Shoulder rotator is a workaround for FBBIK not rotating the shoulder bones when pulled by hands. It get's the job done if you need it, but will take 2 solving iterations. More...
 
class  VRIKLODController
 Simple VRIK LOD level controller based on renderer.isVisible and camera distance. More...
 

Enumerations

enum  FullBodyBipedEffector
 Full body biped IK effector types. More...
 
enum  FullBodyBipedChain
 Full body biped IK chain types. More...