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... | |

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