AnimIk
Since 0.6
One two-bone IK chain: a leg or an arm, solved so its end bone sits on a point.
Signature
export interface AnimIk {
name: string
/** Root, middle and end bone: a parent → child → grandchild path of the rig. */
chain: [string, string, string]
/** Which way the chain bends, as a direction in the rig's own frame. */
pole?: Vec3
/** A bone whose position pulls the middle joint towards it. At most one of the two. */
poleBone?: string
weight: number
target?: Vec3
/**
* Degrees the middle joint is held bent to when the rig rests straighter than that, so an
* imported straight-legged humanoid still has downward travel. Absent is the canonical
* 40°; `0` turns it off. `pelvis` pays for the height the bend costs.
*/
restBend?: number
}
Import: import type { AnimIk } from "@argus/gameplay"
Members
| Member | Signature | Description |
|---|---|---|
name | name: string | |
chain | chain: [string, string, string] | Root, middle and end bone: a parent → child → grandchild path of the rig. |
pole | pole?: Vec3 | Which way the chain bends, as a direction in the rig's own frame. |
poleBone | poleBone?: string | A bone whose position pulls the middle joint towards it. At most one of the two. |
weight | weight: number | |
target | target?: Vec3 | |
restBend | restBend?: number | Degrees the middle joint is held bent to when the rig rests straighter than that, so an imported straight-legged humanoid still has downward travel. Absent is the canonical 40°; 0 turns it off. pelvis pays for the height the bend costs. |