πΉCharacter Skeleton
In this section you will learn how the skeleton hierarchy is stored and used in CAS.
Last updated
In this section you will learn how the skeleton hierarchy is stored and used in CAS.
Last updated
public interface IRigProvider
{
public KRigElement[] GetHierarchy();
}// Returns a list of all bones in the hierarchy.
public List<CharacterSkeletonBone> SkeletonBones => skeleton;
// Returns all bone chains in this skeleton.
public List<KRigElementChain> ElementChains => skeletonBoneChains;
// Recursively finds all child transforms of the root bone.
public void UpdateSkeleton()
// Returns all rig elements in this skeleton.
public KRigElement[] GetRigElements()
// Returns a rig element by a Transform reference.
public KRigElement GetRigElement(Transform bone)
// Returns a rig element by name.
public KRigElement GetRigElement(string boneName)
// Returns a skeleton bone by index.
public CharacterSkeletonBone GetSkeletonBoneByIndex(int index)
// Returns all boen transforms in ths skeleton.
public Transform[] GetTransformHierarchy()
// Returns a bone transform by name.
public Transform GetBoneTransform(string boneName)
// Returns a bone transform by rig element.
// It will try to use element index first.
public Transform GetBoneTransform(KRigElement element)
// Cached all bone transforms.
// This shouldn't be used at runtime.
public void CacheSkeletonPose()
// Applies bone transform cache.
// This shouldn't be used at runtime.
public void RestoreCachedSkeletonPose()