Translations:Dynamic Bone Chain/2/en
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Fields
Fields | ||
---|---|---|
Name | Type | Description |
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated |
Enabled
|
Bool | Controls whether or not this component is enabled |
Inertia
|
Float | Controls the amount of inertia a bone experiences. Does not affect acceleration of bones. |
InertiaForce
|
Float | Controls the amount of inertia a bone experiences. Does affect acceleration of bones. |
Damping
|
Float | Controls the amount of damping a bone experiences. A high damping value will cause bones to decelerate quickly. |
Elasticity
|
Float | Controls the elasticity of bone joints. A high elasticity value will cause bones to accelerate toward their starting rotation more quickly. |
Stiffness
|
Float | Controls the stiffness of bone joints. |
SimulateTerminalBones
|
Bool | Whether or not to use the last bone in the chain. If your armature has end bones that do not control anything, you probably want this off. |
BaseBoneRadius
|
Float | The default size of the sphere that allows a bone to be interacted with. |
DynamicPlayerCollision
|
Bool | |
CollideWithOwnBody
|
Bool | |
HandCollisionVibration
|
VibratePreset | |
CollideWithHead
|
Bool | |
CollideWithBody
|
Bool | |
CollideWithLeftHand
|
Bool | |
CollideWithRightHand
|
Bool | |
Gravity
|
Float3 | |
LocalSpace
|
Slot | |
UseParentSpace
|
Bool | |
OverrideRootSpace
|
RootSpace | |
UseUserGravityDirection
|
Bool | |
LocalForce
|
Float3 | |
GlobalStretch
|
Float | How stretched out the bone chain should be at rest. |
MaxStretchRatio
|
Float | The maximum amount of stretching that can be caused by pulling on the bones. |
CurrentStretchRatio
|
Float | The current amount of stretching applied to the bones. |
StretchRestoreSpeed
|
Float | How quickly extra stretching dissipates. |
UseLocalUserSpace
|
SyncRefList<IDynamicBoneCollider> | |
LocalSpace
|
Slot | |
UseParentSpace
|
Bool | |
OverrideRootSpace
|
RootSpace | |
StaticColliders
|
SyncRefList`1 | A list of dynamic bone collider components to be used. |
VisualizeColliders
|
Bool | Causes all bone colliders to be displayed. |
VisualizeBones
|
Bool | Causes the bones and the connections between them to be displayed. |
IsGrabbable
|
Bool | Allows you to grab bones by touching them and grabbing. |
ActiveUserRootOnly
|
Bool | |
AllowSteal
|
Bool | Whether or not a second user can grab the chain while someone is holding it. |
GrabPriority
|
Int | Determines what gets grabbed if several grabbable objects are touching someone's grab sphere. |
IgnoreGrabOnFirstBone
|
Bool | |
GrabRadiusTolerance
|
Float | |
GrabReleaseDistance
|
Float | How far a bone can be dragged before it automatically releases. |
GrabSlipping
|
Bool | |
GrabTerminalBones
|
Bool | Whether or not the final bone in the chain can be grabbed. |
GrabVibration
|
VibratePreset | |
IgnoreOwnLeftHand
|
Bool | |
IgnoreOwnRightHand
|
Bool | |
EffectorTarget
|
SyncList<Bone> | The chain tries to position one if its bones at this slot (used for grabbing) |
EffectorBoneIndex
|
Int | Which bone is being positioned |
EffectorBoneOffset
|
Float3 | |
_activeGrabber
|
Grabber | |
Bones
|
SyncList`1 |