Table of Contents

Namespace WitShells.WitPose.Editor.Core

Classes

BonePoseSystem

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

MusclePoseSystem

Muscle-based pose system - HELPER layer only Never writes to AnimationClip directly Forwards all bone transforms to BonePoseSystem

SkeletonCache

Authoritative bone registry for humanoid skeletons Caches all bone data for fast lookup by gizmos, IK, and pose systems

SkeletonCache.BoneData
TwoBoneIKSolver

Two-Bone IK solver that mirrors Unity Animation Rigging behaviour. Solves entirely from first principles each frame — no incremental delta accumulation — so it never drifts or glitches.

Algorithm:

  1. Compute desired mid-joint position via Law of Cosines.
  2. Use the hint (pole vector) to define the bend plane.
  3. RotateRootToward desiredMid, then RotateMidToward target.
  4. Blend by weight.