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    Class ProceduralBoneBlendOverrideSet

    Runtime bone-rotation overrides applied to the rig right after the procedural pose — e.g. blending a bone from an externally captured pose (a limb physics window) back to the procedural pose. A weight of 1 pins the bone fully to the captured rotation; 0 leaves the procedural pose untouched.

    Inheritance
    object
    ProceduralBoneBlendOverrideSet
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    Namespace: Serenity.ProceduralAnimator.Infrastructure.Services
    Assembly: Serenity.UnityProceduralAnimator.Infrastructure.dll
    Syntax
    public sealed class ProceduralBoneBlendOverrideSet

    Constructors

    ProceduralBoneBlendOverrideSet()

    Declaration
    public ProceduralBoneBlendOverrideSet()

    Properties

    Count

    Number of bones currently overridden.

    Declaration
    public int Count { get; }
    Property Value
    Type Description
    int

    Methods

    ApplyTo(UnityRigDefinition)

    Slerps every overridden bone's local rotation toward its captured rotation by its weight. No-op, and allocation-free, when nothing is overridden.

    Declaration
    public void ApplyTo(UnityRigDefinition rig)
    Parameters
    Type Name Description
    UnityRigDefinition rig

    Clear(string)

    Removes the override for the given bone id, if any.

    Declaration
    public void Clear(string boneId)
    Parameters
    Type Name Description
    string boneId

    ClearAll()

    Removes every override.

    Declaration
    public void ClearAll()

    Set(string, Quaternion, float)

    Sets (or replaces) the override for the given bone id.

    Declaration
    public void Set(string boneId, Quaternion localRotation, float weight)
    Parameters
    Type Name Description
    string boneId
    Quaternion localRotation
    float weight
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