Version: 1.8
LanguageEnglish
  • C#

TCCDIK

class in UnityEngine.Animations

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Inherits from:Behaviour

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Implemented in:UnityEngine.AnimationModule


Implements interfaces:IKBase, SingleGoalIKBase, THeuristicChainIK

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Description

IK solver for chained bones using the CCDIK algorithm.

This class implements an IK solver based on the CCDIK (Cyclic Coordinate Descent Inverse Kinematics) algorithm, which is commonly used for manipulating chains of bones in character animation.

See Also: IKBase,SingleGoalIKBase,THeuristicChainIK.

Properties

boneCountGets the total number of bones currently in the chain.
endBoneGets or sets the end bone of the IK chain.
endRotationWeightGets or sets the influence weight (0-1 range) of the IK goal's rotation on the end bone of the chain. A weight of 0.0 ignores the goal's rotation; a weight of 1.0 makes the end bone's rotation fully match the goal. Values between 0.0 and 1.0 blend the end bone's rotation between its original state and the goal's rotation.
goalGets or sets the IK goal that the solver aims to reach.
initializedIndicates whether the IK solver has been initialized.
iterationsGets or sets the maximum number of iterations allowed for the IK calculations.
maxAngleGets or sets the maximum allowed rotation angle (in degrees) per bone per IK iteration. Only takes effect if _useRotationLimit is enabled. Prevents excessive bone rotation that could cause unnatural poses.
rootBoneGets or sets the root bone of the IK chain.
toleranceGets or sets the distance threshold between the root bone and the IK goal. If the distance is below this value, the IK iteration will terminate.
useRotationLimitGets or sets a value indicating whether to enforce rotation limits on bones during IK calculations. When enabled, bones will not rotate beyond the constraint defined by _maxAngle.
weightGets or sets the overall influence weight (0-1 range) of the CCDIK solver on the bone chain. A weight of 0.0 disables the solver; a weight of 1.0 applies full solver influence. Values between 0.0 and 1.0 blend the solver's result with the original bone transforms.

Public Methods

AddBoneAdds a bone transform to the end of the chain.
AddWeightedBoneAdds a bone transform with a custom influence weight to the end of the IK chain.
ClearBonesClears all bones from the IK chain.
FixTransformsResets the transforms of all bones before performing IK calculations.
GetBoneRetrieves the bone transform at the specified index in the IK chain.
GetBoneWeightRetrieves the current influence weight of the bone at the specified index in the IK chain.
InitializeInitializes the IK solver.
InsertBoneInserts a bone transform at the specified index in the IK chain, using a default influence weight of 1.0. Shifts existing bones at and beyond the index to the right.
InsertWeightedBoneInserts a bone transform with a custom influence weight at the specified index in the IK chain. Shifts existing bones at and beyond the index to the right.
IsValidChecks if the solver has been properly initialized.
RemoveBoneRemoves the specified bone from the chain.
SetBoneReplaces the bone transform at the specified index in the IK chain while preserving the existing influence weight of that position.
SetBoneWeightUpdates the influence weight of the bone at the specified index in the IK chain, affecting its contribution to IK calculations.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledReports whether a GameObject and its associated Behaviour is active and enabled.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentGets a reference to a component of type T on the same GameObject as the component specified.
GetComponentInChildrenGets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
GetComponentIndexGets the index of the component on its parent GameObject.
GetComponentInParentGets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the same GameObject as the component specified.
GetComponentsInChildrenGets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.