Difference between revisions of "VRIK (Component)"

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(adds qualifiers to field names)
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|DebugVisuals|Bool| Enables Debug visuals
 
|DebugVisuals|Bool| Enables Debug visuals
 
|PlantFeet|Bool| When enabled feet positions will be prioritized over anything else including HMD. (Causes issues with walking)
 
|PlantFeet|Bool| When enabled feet positions will be prioritized over anything else including HMD. (Causes issues with walking)
|Initiated|Bool|  
+
|spine.Initiated|Bool|  
|HeadTarget|Slot|  
+
|spine.HeadTarget|Slot|  
|PelvisTarget|Slot|  
+
|spine.PelvisTarget|Slot|  
|PositionWeight|Float|  
+
|spine.PositionWeight|Float|  
|RotationWeight|Float|  
+
|spine.RotationWeight|Float|  
|PelvisPositionWeight|Float|  
+
|spine.PelvisPositionWeight|Float|  
|PelvisRotationWeight|Float|  
+
|spine.PelvisRotationWeight|Float|  
|ChestGoal|Slot|  
+
|spine.ChestGoal|Slot|  
|ChestGoalWeight|Float|  
+
|spine.ChestGoalWeight|Float|  
|MinHeadHeight|Float| Minimum Head height allowed by the IK solver (Nonfunctional)
+
|spine.MinHeadHeight|Float| Minimum Head height allowed by the IK solver (Nonfunctional)
|BodyPosStiffness|Float| How much the body will try to move with the HMD
+
|spine.BodyPosStiffness|Float| How much the body will try to move with the HMD
|BodyRotStiffness|Float| How much the body will try to rotate with the HMD
+
|spine.BodyRotStiffness|Float| How much the body will try to rotate with the HMD
|NeckStiffness|Float| How stiff the neck is & How much the chest can move
+
|spine.NeckStiffness|Float| How stiff the neck is & How much the chest can move
|RotateChestByHands|Float| How much the chest rotates based on arm movement
+
|spine.RotateChestByHands|Float| How much the chest rotates based on arm movement
|ChestClampWeight|Float| How much the chest can rotate with 0 being full movement and 1 being no movement
+
|spine.ChestClampWeight|Float| How much the chest can rotate with 0 being full movement and 1 being no movement
|HeadClampWeight|Float| How much the head can rotate with 0 being full movement and 1 being no movement
+
|spine.HeadClampWeight|Float| How much the head can rotate with 0 being full movement and 1 being no movement
|MoveBodyBackWhenCrouching|Float| How much the body will move backwards when crouching
+
|spine.MoveBodyBackWhenCrouching|Float| How much the body will move backwards when crouching
|MaintainPelvisPosition|Float| How much the pelvis will move with the feet instead of the HMD
+
|spine.MaintainPelvisPosition|Float| How much the pelvis will move with the feet instead of the HMD
|MaxRootAngle|Float| How much you have to rotate your HMD for the whole body to rotate (in degrees)
+
|spine.MaxRootAngle|Float| How much you have to rotate your HMD for the whole body to rotate (in degrees)
|IKPositionHead|Float3|  
+
|spine.IKPositionHead|Float3|  
|IKRotationHead|FloatQ|  
+
|spine.IKRotationHead|FloatQ|  
|IKPositionPelvis|Float3|  
+
|spine.IKPositionPelvis|Float3|  
|IKRotationPelvis|FloatQ|  
+
|spine.IKRotationPelvis|FloatQ|  
|GoalPositionChest|Float3|  
+
|spine.GoalPositionChest|Float3|  
|headHeight|Float| Head height while standing. Used for calculating MoveBodyBackWhenCrouching
+
|spine.headHeight|Float| Head height while standing. Used for calculating MoveBodyBackWhenCrouching
|anchorRelativeToHead|FloatQ| Root rotation relative to HMD
+
|spine.anchorRelativeToHead|FloatQ| Root rotation relative to HMD
|pelvisRelativeRotation|FloatQ| Pelvis rotation relative to HMD
+
|spine.pelvisRelativeRotation|FloatQ| Pelvis rotation relative to HMD
|chestRelativeRotation|FloatQ| Chest rotation relative to HMD
+
|spine.chestRelativeRotation|FloatQ| Chest rotation relative to HMD
|chestForward|Float3| Chest Forward Vector
+
|spine.chestForward|Float3| Chest Forward Vector
|pelvisForward|Float3| Pelvis Forward Vector
+
|spine.pelvisForward|Float3| Pelvis Forward Vector
|Initiated|Bool|  
+
|leftArm.Initiated|Bool|  
|Target|Slot|  
+
|leftArm.Target|Slot|  
|BendGoal|Slot|  
+
|leftArm.BendGoal|Slot|  
|PositionWeight|Float|  
+
|leftArm.PositionWeight|Float|  
|RotationWeight|Float|  
+
|leftArm.RotationWeight|Float|  
|ShoulderRotationMode|ShoulderRotationMode| Shoulder rotation method.
+
|leftArm.ShoulderRotationMode|ShoulderRotationMode| Shoulder rotation method.
|ShoulderRotationWeight|Float| How much the shoulders should move based on Hand position
+
|leftArm.ShoulderRotationWeight|Float| How much the shoulders should move based on Hand position
|BendGoalWeight|Float|  
+
|leftArm.BendGoalWeight|Float|  
|SwivelOffset|Float| Rotation offset for the Elbows in degrees
+
|leftArm.SwivelOffset|Float| Rotation offset for the Elbows in degrees
|WristToPalmAxis|Float3| Palm Direction (Higher values on the Y axis increase the amount the arms move with your controllers)
+
|leftArm.WristToPalmAxis|Float3| Palm Direction (Higher values on the Y axis increase the amount the arms move with your controllers)
|PalmToThumbAxis|Float3| Thumb Direction
+
|leftArm.PalmToThumbAxis|Float3| Thumb Direction
|ArmLengthMlp|Float| Arm Length Multiplier.
+
|leftArm.ArmLengthMlp|Float| Arm Length Multiplier.
|StretchCurve|Float|  
+
|leftArm.StretchCurve|Float|  
|IKPosition|Float3|  
+
|leftArm.IKPosition|Float3|  
|IKRotation|FloatQ|  
+
|leftArm.IKRotation|FloatQ|  
|BendGoalPosition|Float3|  
+
|leftArm.BendGoalPosition|Float3|  
|TwistRelaxWeight|Float| How much the forearm twists towards the wrist
+
|leftArm.TwistRelaxWeight|Float| How much the forearm twists towards the wrist
|TwistCrossfade|Float| Weight of the forearm twisting
+
|leftArm.TwistCrossfade|Float| Weight of the forearm twisting
|TwistAngleOffset|Float| Angle offset of the forearm twisting
+
|leftArm.TwistAngleOffset|Float| Angle offset of the forearm twisting
|chestForwardAxis|Float3|  
+
|leftArm.chestForwardAxis|Float3|  
|chestUpAxis|Float3|  
+
|leftArm.chestUpAxis|Float3|  
|forearmTwistAxis|Float3|  
+
|leftArm.forearmTwistAxis|Float3|  
|forearmAxis|Float3|  
+
|leftArm.forearmAxis|Float3|  
|axisRelativeToUpperArm|Float3|  
+
|leftArm.axisRelativeToUpperArm|Float3|  
|axisRelativeToHand|Float3|  
+
|leftArm.axisRelativeToHand|Float3|  
|Initiated|Bool|  
+
|rightArm.Initiated|Bool|  
|Target|Slot|  
+
|rightArm.Target|Slot|  
|BendGoal|Slot|  
+
|rightArm.BendGoal|Slot|  
|PositionWeight|Float|  
+
|rightArm.PositionWeight|Float|  
|RotationWeight|Float|  
+
|rightArm.RotationWeight|Float|  
|ShoulderRotationMode|ShoulderRotationMode| Shoulder rotation method. Pitch/yaw is more accurate. From/to is simpler.
+
|rightArm.ShoulderRotationMode|ShoulderRotationMode| Shoulder rotation method. Pitch/yaw is more accurate. From/to is simpler.
|ShoulderRotationWeight|Float| How much the shoulders should move based on Hand position
+
|rightArm.ShoulderRotationWeight|Float| How much the shoulders should move based on Hand position
|BendGoalWeight|Float|  
+
|rightArm.BendGoalWeight|Float|  
|SwivelOffset|Float| Rotation offset for the Elbows in degrees
+
|rightArm.SwivelOffset|Float| Rotation offset for the Elbows in degrees
|WristToPalmAxis|Float3| Palm Direction (Higher values on the Y axis increase the amount the arms move with your controllers)
+
|rightArm.WristToPalmAxis|Float3| Palm Direction (Higher values on the Y axis increase the amount the arms move with your controllers)
|PalmToThumbAxis|Float3| Thumb Direction
+
|rightArm.PalmToThumbAxis|Float3| Thumb Direction
|ArmLengthMlp|Float| Arm Length Multiplier.
+
|rightArm.ArmLengthMlp|Float| Arm Length Multiplier.
|StretchCurve|Float|  
+
|rightArm.StretchCurve|Float|  
|IKPosition|Float3|  
+
|rightArm.IKPosition|Float3|  
|IKRotation|FloatQ|  
+
|rightArm.IKRotation|FloatQ|  
|BendGoalPosition|Float3|  
+
|rightArm.BendGoalPosition|Float3|  
|TwistRelaxWeight|Float| How much the forearm twists towards the wrist
+
|rightArm.TwistRelaxWeight|Float| How much the forearm twists towards the wrist
|TwistCrossfade|Float| Weight of the forearm twisting
+
|rightArm.TwistCrossfade|Float| Weight of the forearm twisting
|TwistAngleOffset|Float| Angle offset of the forearm twisting
+
|rightArm.TwistAngleOffset|Float| Angle offset of the forearm twisting
|chestForwardAxis|Float3|  
+
|rightArm.chestForwardAxis|Float3|  
|chestUpAxis|Float3|  
+
|rightArm.chestUpAxis|Float3|  
|forearmTwistAxis|Float3|  
+
|rightArm.forearmTwistAxis|Float3|  
|forearmAxis|Float3|  
+
|rightArm.forearmAxis|Float3|  
|axisRelativeToUpperArm|Float3|  
+
|rightArm.axisRelativeToUpperArm|Float3|  
|axisRelativeToHand|Float3|  
+
|rightArm.axisRelativeToHand|Float3|  
|Initiated|Bool|  
+
|leftLeg.Initiated|Bool|  
|Target|Slot|  
+
|leftLeg.Target|Slot|  
|BendGoalPosition|Float3|  
+
|leftLeg.BendGoalPosition|Float3|  
|BendGoal|Slot|  
+
|leftLeg.BendGoal|Slot|  
|PositionWeight|Float|  
+
|leftLeg.PositionWeight|Float|  
|RotationWeight|Float|  
+
|leftLeg.RotationWeight|Float|  
|BendGoalWeight|Float|  
+
|leftLeg.BendGoalWeight|Float|  
|SwivelOffset|Float|  
+
|leftLeg.SwivelOffset|Float|  
|CalfBendNormal|Float3|  
+
|leftLeg.CalfBendNormal|Float3|  
|IKPosition|Float3|  
+
|leftLeg.IKPosition|Float3|  
|IKRotation|FloatQ|  
+
|leftLeg.IKRotation|FloatQ|  
|Initiated|Bool|  
+
|rightLeg.Initiated|Bool|  
|Target|Slot|  
+
|rightLeg.Target|Slot|  
|BendGoalPosition|Float3|  
+
|rightLeg.BendGoalPosition|Float3|  
|BendGoal|Slot|  
+
|rightLeg.BendGoal|Slot|  
|PositionWeight|Float|  
+
|rightLeg.PositionWeight|Float|  
|RotationWeight|Float|  
+
|rightLeg.RotationWeight|Float|  
|BendGoalWeight|Float|  
+
|rightLeg.BendGoalWeight|Float|  
|SwivelOffset|Float|  
+
|rightLeg.SwivelOffset|Float|  
|CalfBendNormal|Float3|  
+
|rightLeg.CalfBendNormal|Float3|  
|IKPosition|Float3|  
+
|rightLeg.IKPosition|Float3|  
|IKRotation|FloatQ|  
+
|rightLeg.IKRotation|FloatQ|  
|Weight|Float|  
+
|locomotion.Weight|Float|  
|FootDistance|Float| Distance between where each foot will attempt to plant themselves
+
|locomotion.FootDistance|Float| Distance between where each foot will attempt to plant themselves
|StepThreshold|Float| How far you have to move for the feet to attempt to re-plant themselves
+
|locomotion.StepThreshold|Float| How far you have to move for the feet to attempt to re-plant themselves
|AngleThreshold|Float| How much you have to rotate 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
|ComAngleMlp|Float|  
+
|locomotion.ComAngleMlp|Float|  
|MaxVelocity|Float| Maximum velocity the feet will use for prediction
+
|locomotion.MaxVelocity|Float| Maximum velocity the feet will use for prediction
|VelocityFactor|Float| How much the feet will use your current velocity to predict where you're stepping
+
|locomotion.VelocityFactor|Float| How much the feet will use your current velocity to predict where you're stepping
|MaxLegStretch|Float| How much your leg can stretch before it attempts to re-plant itself
+
|locomotion.MaxLegStretch|Float| How much your leg can stretch before it attempts to re-plant itself
|RootSpeed|Float| How fast the pelvis and legs will move to catch up to the HMD
+
|locomotion.RootSpeed|Float| How fast the pelvis and legs will move to catch up to the HMD
|StepSpeed|Float| How fast the foot planter will move the feet to their new position when re-planting
+
|locomotion.StepSpeed|Float| How fast the foot planter will move the feet to their new position when re-planting
|StepHeight|Float|  
+
|locomotion.StepHeight|Float|  
|HeelHeight|Float|  
+
|locomotion.HeelHeight|Float|  
|RelaxLegTwistMinAngle|Float| How much your HMD has to rotate before your feet begin to rotate towards your HMD without stepping.
+
|locomotion.RelaxLegTwistMinAngle|Float| How much your HMD has to rotate before your feet begin to rotate towards your HMD without stepping.
|RelaxLegTwistSpeed|Float| How fast the feet can rotate while on the ground
+
|locomotion.RelaxLegTwistSpeed|Float| How fast the feet can rotate while on the ground
|StepInterpolation|InterpolationMode| The type of interpolation the feet will use
+
|locomotion.StepInterpolation|InterpolationMode| The type of interpolation the feet will use
|Offset|Float3| Offset for feet planting relative to your HMD
+
|locomotion.Offset|Float3| Offset for feet planting relative to your HMD
|LeftFootOffset|Float3|  
+
|locomotion.LeftFootOffset|Float3|  
|RightFootOffset|Float3|  
+
|locomotion.RightFootOffset|Float3|  
|OnLeftFootstep|Action| Non-Functional WorldDelegate
+
|locomotion.OnLeftFootstep|Action| Non-Functional WorldDelegate
|OnRightFootstep|Action| Non-Functional WorldDelegate
+
|locomotion.OnRightFootstep|Action| Non-Functional WorldDelegate
|_initialized|Bool|  
+
|locomotion._leftFootstep._initialized|Bool|  
|footRelativeToRoot|FloatQ|  
+
|locomotion._leftFootstep.footRelativeToRoot|FloatQ|  
|footGroundHeight|Float|  
+
|locomotion._leftFootstep.footGroundHeight|Float|  
|_initialized|Bool|  
+
|locomotion._rightFootstep._initialized|Bool|  
|footRelativeToRoot|FloatQ|  
+
|locomotion._rightFootstep.footRelativeToRoot|FloatQ|  
|footGroundHeight|Float|  
+
|locomotion._rightFootstep.footGroundHeight|Float|  
 
|ForwardFlipped|Bool| Swaps the feet
 
|ForwardFlipped|Bool| Swaps the feet
 
|ForceRootHeight|Float| Foot planting height override (Negative numbers cause issues with walking)
 
|ForceRootHeight|Float| Foot planting height override (Negative numbers cause issues with walking)

Revision as of 20:16, 15 October 2021

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VRIK component as seen in the Scene Inspector

Intoduction

Oof

— Epsilion

The VRIK component is used to configure Inverse Kinematics on an avatar, for posing joints based on the position of IK Targets such as a VR HMD, hand tracking, or Vive Trackers

This component is automatically configured when importing a mesh with a detectable humanoid rig, and generally should not be modified unless you know what you are doing.

Documentation on this component may take some time, as it is very complex, and not commonly used.

Usage

All weight values are 1-0, excluding clamps which are inverted 0-1. As usual for Neos, you can overdrive some of them with interesting results.

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 HMD. (Causes issues with walking)
spine.Initiated Bool
spine.HeadTarget Slot
spine.PelvisTarget Slot
spine.PositionWeight Float
spine.RotationWeight Float
spine.PelvisPositionWeight Float
spine.PelvisRotationWeight Float
spine.ChestGoal Slot
spine.ChestGoalWeight Float
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 HMD
spine.BodyRotStiffness Float How much the body will try to rotate with the HMD
spine.NeckStiffness Float How stiff the neck is & How much the chest can move
spine.RotateChestByHands Float How much the chest rotates based on arm movement
spine.ChestClampWeight Float How much the chest can rotate with 0 being full movement and 1 being no movement
spine.HeadClampWeight Float How much the head can rotate with 0 being full movement and 1 being no movement
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 HMD
spine.MaxRootAngle Float How much you have to rotate your HMD for the whole body to rotate (in degrees)
spine.IKPositionHead Float3
spine.IKRotationHead FloatQ
spine.IKPositionPelvis Float3
spine.IKRotationPelvis FloatQ
spine.GoalPositionChest Float3
spine.headHeight Float Head height while standing. Used for calculating MoveBodyBackWhenCrouching
spine.anchorRelativeToHead FloatQ Root rotation relative to HMD
spine.pelvisRelativeRotation FloatQ Pelvis rotation relative to HMD
spine.chestRelativeRotation FloatQ Chest rotation relative to HMD
spine.chestForward Float3 Chest Forward Vector
spine.pelvisForward Float3 Pelvis Forward Vector
leftArm.Initiated Bool
leftArm.Target Slot
leftArm.BendGoal Slot
leftArm.PositionWeight Float
leftArm.RotationWeight Float
leftArm.ShoulderRotationMode ShoulderRotationMode Shoulder rotation method.
leftArm.ShoulderRotationWeight Float How much the shoulders should move based on Hand position
leftArm.BendGoalWeight Float
leftArm.SwivelOffset Float Rotation offset for the Elbows in degrees
leftArm.WristToPalmAxis Float3 Palm Direction (Higher values on the Y axis increase the amount the arms move with your controllers)
leftArm.PalmToThumbAxis Float3 Thumb Direction
leftArm.ArmLengthMlp Float Arm Length Multiplier.
leftArm.StretchCurve Float
leftArm.IKPosition Float3
leftArm.IKRotation FloatQ
leftArm.BendGoalPosition Float3
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
rightArm.BendGoal Slot
rightArm.PositionWeight Float
rightArm.RotationWeight Float
rightArm.ShoulderRotationMode ShoulderRotationMode Shoulder rotation method. Pitch/yaw is more accurate. From/to is simpler.
rightArm.ShoulderRotationWeight Float How much the shoulders should move based on Hand position
rightArm.BendGoalWeight Float
rightArm.SwivelOffset Float Rotation offset for the Elbows in degrees
rightArm.WristToPalmAxis Float3 Palm Direction (Higher values on the Y axis increase the amount the arms move with your controllers)
rightArm.PalmToThumbAxis Float3 Thumb Direction
rightArm.ArmLengthMlp Float Arm Length Multiplier.
rightArm.StretchCurve Float
rightArm.IKPosition Float3
rightArm.IKRotation FloatQ
rightArm.BendGoalPosition Float3
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

Behavior

Examples

Related Components