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.
Inherited Members
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 |