πŸ”ΉCharacter Skeleton

In this section you will learn how the skeleton hierarchy is stored and used in CAS.

Component

Character Skeleton is used to store bone hierarchy and get bone references at runtime:

Character Skeleton component.
  • Skeleton is a list of all bone transforms.

  • Skeleton Bone Chains lists auto-generated bone chains for different parts of the body.

circle-check

This component is added to the root bone (e.g., root, armature, skeleton, etc.)m and it's used by Animation Modifiers and Layered Blending to select bones in the editor.

IRigProvider

This simple interface plays a crucial role in editor bone selection:

KRigElement is a struct that has 2 fields:

  • name (string).

  • index (int).

  • depth (int).

It implements a custom drawer that tries to get a Rig Provider from the parent. For example, Procedural Animation Settings asset has a reference to the Character Prefab. When a bone is picked, it will try to get the Character Skeleton component and return the array of rig elements.

API Reference

chevron-rightPropertieshashtag
chevron-rightMethodshashtag

Last updated