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
skeletonSkeletonCache
Properties
ActiveClip
public AnimationClip ActiveClip { get; set; }
Property Value
- AnimationClip
AutoKey
public bool AutoKey { get; set; }
Property Value
CurrentTime
public float CurrentTime { get; set; }
Property Value
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
timefloat
SampleAnimation(float)
Sample animation at current time and apply to skeleton
public void SampleAnimation(float time)
Parameters
timefloat
SetBonePosition(HumanBodyBones, Vector3, bool)
Set bone position - only for root (Hips)
public void SetBonePosition(HumanBodyBones bone, Vector3 localPosition, bool recordUndo = true)
Parameters
boneHumanBodyBoneslocalPositionVector3recordUndobool
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
boneHumanBodyBoneslocalRotationQuaternionrecordUndobool