Table of Contents

Class BonePoseSystem

AUTHORITATIVE animation writer - the ONLY system allowed to write keyframes All pose edits (FK, IK, Muscle) flow through this system

public class BonePoseSystem
Inheritance
BonePoseSystem
Inherited Members

Constructors

BonePoseSystem(SkeletonCache)

public BonePoseSystem(SkeletonCache skeleton)

Parameters

skeleton SkeletonCache

Properties

ActiveClip

public AnimationClip ActiveClip { get; set; }

Property Value

AnimationClip

AutoKey

public bool AutoKey { get; set; }

Property Value

bool

CurrentTime

public float CurrentTime { get; set; }

Property Value

float

Methods

CommitPose()

Commit all modified bones to animation clip at current time Called explicitly when batch editing (e.g., IK solve)

public void CommitPose()

DeleteKeyframesAtTime(float)

Clear all keyframes at current time

public void DeleteKeyframesAtTime(float time)

Parameters

time float

SampleAnimation(float)

Sample animation at current time and apply to skeleton

public void SampleAnimation(float time)

Parameters

time float

SetBonePosition(HumanBodyBones, Vector3, bool)

Set bone position - only for root (Hips)

public void SetBonePosition(HumanBodyBones bone, Vector3 localPosition, bool recordUndo = true)

Parameters

bone HumanBodyBones
localPosition Vector3
recordUndo bool

SetBoneRotation(HumanBodyBones, Quaternion, bool)

Set bone rotation - called from gizmos, IK, or muscle system

public void SetBoneRotation(HumanBodyBones bone, Quaternion localRotation, bool recordUndo = true)

Parameters

bone HumanBodyBones
localRotation Quaternion
recordUndo bool