Translations:VRIK (Component)/5/en
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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 |
FixTransformsEnabled
|
Bool | Clamps IK transforms to reasonable values and Resets IK every update. |
componentInitiated
|
Bool | |
IKPosition
|
Float3 | |
IKPositionWeight
|
Float | Weight of the IK |
SimulationSpace
|
Slot | |
OffsetSpace
|
Slot | |
_initiated
|
Bool | |
OnPreInitiate
|
UpdateDelegate | |
OnPostInitiate
|
UpdateDelegate | |
OnPreUpdate
|
UpdateDelegate | |
OnPostUpdate
|
UpdateDelegate | |
root
|
Slot | |
pelvis
|
Slot | |
spine
|
Slot | |
chest
|
Slot | |
neck
|
Slot | |
head
|
Slot | |
leftShoulder
|
Slot | |
leftUpperArm
|
Slot | |
leftForearm
|
Slot | |
leftHand
|
Slot | |
rightShoulder
|
Slot | |
rightUpperArm
|
Slot | |
rightForearm
|
Slot | |
rightHand
|
Slot | |
leftThigh
|
Slot | |
leftCalf
|
Slot | |
leftFoot
|
Slot | |
leftToes
|
Slot | |
rightThigh
|
Slot | |
rightCalf
|
Slot | |
rightFoot
|
Slot | |
rightToes
|
Slot | |
defaultLocalPositions
|
Float3 | |
defaultLocalRotations
|
FloatQ | |
DebugVisuals
|
Bool | Enables Debug visuals |
PlantFeet
|
Bool | When enabled feet positions will be prioritized over anything else including HeadTarget. (Causes issues with walking) If true, will keep the toes planted even if the HeadTarget is out of reach, so this can cause the camera to exit the head if it is too high for the model to reach. |
spine.Initiated
|
Bool | |
spine.HeadTarget
|
Slot | Typically the position and rotation of the HMD tracker. |
spine.PelvisTarget
|
Slot | Typically the position and rotation of the hip tracker. |
spine.PositionWeight
|
Float | Positional weight of the HeadTarget. |
spine.RotationWeight
|
Float | Rotational weight of the HeadTarget. |
spine.PelvisPositionWeight
|
Float | Positional weight of the PelvisTarget. |
spine.PelvisRotationWeight
|
Float | Rotational weight of the PelvisTarget. |
spine.ChestGoal
|
Slot | If ChestGoalWeightis greater than 0, the chest will be turned towards this slot. |
spine.ChestGoalWeight
|
Float | Weight of turning the chest towards the ChestGoal. |
spine.MinHeadHeight
|
Float | Minimum Head height allowed by the IK solver (Nonfunctional) |
spine.BodyPosStiffness
|
Float | How much the body will try to move with the HeadTarget. |
spine.BodyRotStiffness
|
Float | How much the body will try to rotate with the HeadTarget. |
spine.NeckStiffness
|
Float | How much the chest will rotate when the head is rotated. |
spine.RotateChestByHands
|
Float | How much the chest rotates based on hand movement. |
spine.ChestClampWeight
|
Float | How much the chest can rotate relative to the head with 0 being full movement and 1 being no movement. A value of 0.5 allows 90 degrees of rotation for the chest relative to the head. A value of 0 allows 180 degrees and a value of 1 means the chest will be locked relative to the head. |
spine.HeadClampWeight
|
Float | How much the head can rotate relative to the HeadTarget with 0 being full movement and 1 being no movement. A value of 0.5 allows 90 degrees of rotation for the head relative to the HeadTarget. A value of 0 allows 180 degrees and a value of 1 means head rotation will be locked to the HeadTarget. |
spine.MoveBodyBackWhenCrouching
|
Float | How much the body will move backwards when crouching |
spine.MaintainPelvisPosition
|
Float | How much the pelvis will move with the feet instead of the HeadTarget. |
spine.MaxRootAngle
|
Float | How much the HeadTarget must rotate for the whole body to rotate (in degrees). |
spine.IKPositionHead
|
Float3 | The solved position for the head. Driven. |
spine.IKRotationHead
|
FloatQ | The solved rotation for the head. Driven. |
spine.IKPositionPelvis
|
Float3 | The solved position for the pelvis. Driven. |
spine.IKRotationPelvis
|
FloatQ | The solved rotation for the pelvis. Driven. |
spine.GoalPositionChest
|
Float3 | The solved goal position for the chest. Driven. |
spine.headHeight
|
Float | Head height while standing. Used for calculating MoveBodyBackWhenCrouching. |
spine.anchorRelativeToHead
|
FloatQ | Root rotation relative to HeadTarget. |
spine.pelvisRelativeRotation
|
FloatQ | Pelvis rotation relative to HeadTarget. |
spine.chestRelativeRotation
|
FloatQ | Chest rotation relative to HeadTarget. |
spine.chestForward
|
Float3 | Chest Forward Vector |
spine.pelvisForward
|
Float3 | Pelvis Forward Vector |
leftArm.Initiated
|
Bool | |
leftArm.Target
|
Slot | The target for the left hand. |
leftArm.BendGoal
|
Slot | The left elbow will be bent towards this slot if BendGoalWeight > 0. |
leftArm.PositionWeight
|
Float | Positional weight of the Target. |
leftArm.RotationWeight
|
Float | Rotational weight of the Target. |
leftArm.ShoulderRotationMode
|
ShoulderRotationMode | Shoulder rotation method. Pitch/yaw is more accurate, while From/to is simpler. |
leftArm.ShoulderRotationWeight
|
Float | How much the left shoulder should move based on Hand position. |
leftArm.BendGoalWeight
|
Float | if greater than 0, will bend the elbow towards the BendGoal slot. |
leftArm.SwivelOffset
|
Float | Rotation offset for the left elbow in degrees. |
leftArm.WristToPalmAxis
|
Float3 | Palm Direction; local axis of the hand bone that points from the wrist towards the palm. Used for defining hand bone orientation. (Higher values on the Y axis increase the amount the arms move with your controllers) |
leftArm.PalmToThumbAxis
|
Float3 | Thumb Direction; local axis of the hand bone that points from the palm towards the thumb. Used for defining hand bone orientation. |
leftArm.ArmLengthMlp
|
Float | Arm Length Multiplier. Used to make the arm shorter/longer. Works by displacement of hand and forearm local position. |
leftArm.StretchCurve
|
Float | Unsupported. Would evaluate stretching of the arm by target distance relative to arm length. Value at time 1 represents stretching amount at the point where distance to the target is equal to arm length. Value at time 2 represents stretching amount at the point where distance to the target is double the arm length. Value represents the amount of stretching. Linear stretching would be achieved with a linear curve going up by 45 degrees. Increase the range of stretching by moving the last key up and right at the same amount. Smoothing in the curve can help reduce elbow snapping (start stretching the arm slightly before target distance reaches arm length). |
leftArm.IKPosition
|
Float3 | The solved position for the left hand. Driven. |
leftArm.IKRotation
|
FloatQ | The solved rotation for the left hand. Driven. |
leftArm.BendGoalPosition
|
Float3 | The solved position for the bend goal. Driven. |
leftArm.TwistRelaxWeight
|
Float | How much the forearm twists towards the wrist |
leftArm.TwistCrossfade
|
Float | Weight of the forearm twisting |
leftArm.TwistAngleOffset
|
Float | Angle offset of the forearm twisting |
leftArm.chestForwardAxis
|
Float3 | |
leftArm.chestUpAxis
|
Float3 | |
leftArm.forearmTwistAxis
|
Float3 | |
leftArm.forearmAxis
|
Float3 | |
leftArm.axisRelativeToUpperArm
|
Float3 | |
leftArm.axisRelativeToHand
|
Float3 | |
rightArm.Initiated
|
Bool | |
rightArm.Target
|
Slot | The target for the right hand. |
rightArm.BendGoal
|
Slot | The right elbow will be bent towards this slot if BendGoalWeight > 0. |
rightArm.PositionWeight
|
Float | Positional weight of the Target. |
rightArm.RotationWeight
|
Float | Rotational weight of the Target. |
rightArm.ShoulderRotationMode
|
ShoulderRotationMode | Shoulder rotation method. Pitch/yaw is more accurate, while From/to is simpler. |
rightArm.ShoulderRotationWeight
|
Float | How much the right shoulder should move based on Hand position. |
rightArm.BendGoalWeight
|
Float | if greater than 0, will bend the elbow towards the BendGoal slot. |
rightArm.SwivelOffset
|
Float | Rotation offset for the right elbow in degrees. |
rightArm.WristToPalmAxis
|
Float3 | Palm Direction; local axis of the hand bone that points from the wrist towards the palm. Used for defining hand bone orientation. (Higher values on the Y axis increase the amount the arms move with your controllers) |
rightArm.PalmToThumbAxis
|
Float3 | Thumb Direction; local axis of the hand bone that points from the palm towards the thumb. Used for defining hand bone orientation. |
rightArm.ArmLengthMlp
|
Float | Arm Length Multiplier. Used to make the arm shorter/longer. Works by displacement of hand and forearm local position. |
rightArm.StretchCurve
|
Float | Unsupported. Would evaluate stretching of the arm by target distance relative to arm length. Value at time 1 represents stretching amount at the point where distance to the target is equal to arm length. Value at time 2 represents stretching amount at the point where distance to the target is double the arm length. Value represents the amount of stretching. Linear stretching would be achieved with a linear curve going up by 45 degrees. Increase the range of stretching by moving the last key up and right at the same amount. Smoothing in the curve can help reduce elbow snapping (start stretching the arm slightly before target distance reaches arm length). |
rightArm.IKPosition
|
Float3 | The solved position for the right hand. Driven. |
rightArm.IKRotation
|
FloatQ | The solved rotation for the right hand. Driven. |
rightArm.BendGoalPosition
|
Float3 | The solved position for the bend goal. Driven. |
rightArm.TwistRelaxWeight
|
Float | How much the forearm twists towards the wrist |
rightArm.TwistCrossfade
|
Float | Weight of the forearm twisting |
rightArm.TwistAngleOffset
|
Float | Angle offset of the forearm twisting |
rightArm.chestForwardAxis
|
Float3 | |
rightArm.chestUpAxis
|
Float3 | |
rightArm.forearmTwistAxis
|
Float3 | |
rightArm.forearmAxis
|
Float3 | |
rightArm.axisRelativeToUpperArm
|
Float3 | |
rightArm.axisRelativeToHand
|
Float3 | |
leftLeg.Initiated
|
Bool | |
leftLeg.Target
|
Slot | |
leftLeg.BendGoalPosition
|
Float3 | |
leftLeg.BendGoal
|
Slot | |
leftLeg.PositionWeight
|
Float | |
leftLeg.RotationWeight
|
Float | |
leftLeg.BendGoalWeight
|
Float | |
leftLeg.SwivelOffset
|
Float | |
leftLeg.CalfBendNormal
|
Float3 | |
leftLeg.IKPosition
|
Float3 | |
leftLeg.IKRotation
|
FloatQ | |
rightLeg.Initiated
|
Bool | |
rightLeg.Target
|
Slot | |
rightLeg.BendGoalPosition
|
Float3 | |
rightLeg.BendGoal
|
Slot | |
rightLeg.PositionWeight
|
Float | |
rightLeg.RotationWeight
|
Float | |
rightLeg.BendGoalWeight
|
Float | |
rightLeg.SwivelOffset
|
Float | |
rightLeg.CalfBendNormal
|
Float3 | |
rightLeg.IKPosition
|
Float3 | |
rightLeg.IKRotation
|
FloatQ | |
locomotion.Weight
|
Float | |
locomotion.FootDistance
|
Float | Distance between where each foot will attempt to plant themselves |
locomotion.StepThreshold
|
Float | How far you have to move for the feet to attempt to re-plant themselves |
locomotion.AngleThreshold
|
Float | How much you have to rotate for the feet to attempt to re-plant themselves |
locomotion.ComAngleMlp
|
Float | |
locomotion.MaxVelocity
|
Float | Maximum velocity the feet will use for prediction |
locomotion.VelocityFactor
|
Float | How much the feet will use your current velocity to predict where you're stepping |
locomotion.MaxLegStretch
|
Float | How much your leg can stretch before it attempts to re-plant itself |
locomotion.RootSpeed
|
Float | How fast the pelvis and legs will move to catch up to the HMD |
locomotion.StepSpeed
|
Float | How fast the foot planter will move the feet to their new position when re-planting |
locomotion.StepHeight
|
Float | |
locomotion.HeelHeight
|
Float | |
locomotion.RelaxLegTwistMinAngle
|
Float | How much your HMD has to rotate before your feet begin to rotate towards your HMD without stepping. |
locomotion.RelaxLegTwistSpeed
|
Float | How fast the feet can rotate while on the ground |
locomotion.StepInterpolation
|
InterpolationMode | The type of interpolation the feet will use |
locomotion.Offset
|
Float3 | Offset for feet planting relative to your HMD |
locomotion.LeftFootOffset
|
Float3 | |
locomotion.RightFootOffset
|
Float3 | |
locomotion.OnLeftFootstep
|
Action | Non-Functional WorldDelegate |
locomotion.OnRightFootstep
|
Action | Non-Functional WorldDelegate |
locomotion._leftFootstep._initialized
|
Bool | |
locomotion._leftFootstep.footRelativeToRoot
|
FloatQ | |
locomotion._leftFootstep.footGroundHeight
|
Float | |
locomotion._rightFootstep._initialized
|
Bool | |
locomotion._rightFootstep.footRelativeToRoot
|
FloatQ | |
locomotion._rightFootstep.footGroundHeight
|
Float | |
ForwardFlipped
|
Bool | Swaps the feet |
ForceRootHeight
|
Float | Foot planting height override (Negative numbers cause issues with walking) |
LocomotionPositionOffset
|
Float3 | |
DefaultRootPosition
|
Float3 | |
DefaultRootRotation
|
FloatQ | |
_drives
|
BoneDrive |