Class InverseKinematicsTarget

Describes a dynamic inverse kinematics target

Hierarchy

  • FrameworkObject
    • InverseKinematicsTarget

Constructors

Accessors

  • get fallbackEdgeDistance(): number
  • When using the raycast fallback target, the fallback target will stay this distance away from edges.

    Returns number

  • set fallbackEdgeDistance(value): void
  • Parameters

    • value: number

    Returns void

  • get fallbackMinimumDistance(): number
  • When using the raycast fallback target, this distance is kept between the fallback chain's target and this chain's target

    Returns number

  • set fallbackMinimumDistance(value): void
  • Parameters

    • value: number

    Returns void

  • get rayCastEnd(): Immutable<Vector3>
  • Target ray cast end relative to either the last bone or InverseKinematicsChainState.Target depending on RayCastRelativeToEnd. Requires RayCastTarget to be enabled.

    Returns Immutable<Vector3>

  • set rayCastEnd(value): void
  • Parameters

    Returns void

  • get rayCastFallback(): string
  • Name of the bone at the end of another chain. The other chain's IK target transform will be used if the raycast for this chain fails to find a target

    Returns string

  • set rayCastFallback(value): void
  • Parameters

    • value: string

    Returns void

  • get rayCastStart(): Immutable<Vector3>
  • Target ray cast start relative to either the last bone or InverseKinematicsChainState.Target depending on RayCastRelativeToEnd. Requires RayCastTarget to be enabled.

    Returns Immutable<Vector3>

  • set rayCastStart(value): void
  • Parameters

    Returns void

  • get targetObjectPath(): string
  • Scene object target path. Relative to the animated object. If set, and targetTransform is not set, the IK chain will track this object. If not set, the IK chain will track the world origin.

    Returns string

  • set targetObjectPath(value): void
  • Parameters

    • value: string

    Returns void