📚New Animation Library
In this section you will get an overview of the new animation core.
The Scriptable Animation System is a complex technology, which brings not just a single plugin, but a new way to organize, manage and extend the functionality of animation features in your game.
Let's start with a new KAnimationCore plugin, which adds a solid low-level library of animation functions and types.
KAnimationMath
This class includes static functions to manipulate transforms in realtime. It essentailly replaces the CoreToolkitLib from the previous version. The only difference is that KAnimationMath is responsible for animation functions only.
KCurves
Includes everything related to the curves in the framework. This includes new curve-types and easing functions.
KMath
A new library deisgned for general math operations.
KSpringMath
This class implements runtime spring computation. You can use it if you wish to add a spring interpolation to your feature.
KTransform
This is a struct which is identical to the Unity built-in Transform type. The only difference is that it is a struct, which means we can use it safely in Unity Jobs!
This struct has all the methods to manipulate the transform:
KTwoBoneIK
This class implements a two-bone IK algorithm, which is Unity Jobs-friendly! The Solve function uses KTransform by default, and also provides a KTwoBoneIkJob class to solve inverse kinematics for multiple limbs in ParallelFor.
By default, this class is used in the IkLayerState class to apply inverse kinematics.
As you can see, the new KAnimationUtilty is a way more streamlined, and most importantly independent from the main code-based, which makes it possible to use outside of the framework.
In the next section we will learn more about the KRig assets.
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