UltimateXR.Avatar.Rig Namespace
Classes
Class | Description | |
---|---|---|
UxrAvatarArm | Stores bone references of an Avatar’s arm. | |
UxrAvatarArmInfo | Stores information of an avatar rig’s arm. | |
UxrAvatarFinger | Stores bone references of an Avatar’s finger. | |
UxrAvatarFingerBoneInfo | Stores information of the bone in an UxrAvatarFingerInfo. | |
UxrAvatarFingerInfo | Stores information of an avatar rig’s finger. | |
UxrAvatarHand | Stores bone references of an Avatar’s hand. | |
UxrAvatarHead | Stores bone references of an Avatar’s head. | |
UxrAvatarLeg | Stores bone references of an Avatar’s leg. | |
UxrAvatarRig |
Stores references to all elements in an avatar rig. These are the Transform components of the bones that drive the visual representation of a humanoid avatar. It also contains functionality to transform the hand using hand poses. | |
UxrAvatarRigInfo |
Stores information about the rig to facilitate transformations no matter the coordinate system used by the avatar hierarchy (See UxrUniversalLocalAxes). It also stores lengths and sizes that can facilitate operations such as Inverse Kinematics, calibration, etc. | |
UxrRuntimeFingerDescriptor | Runtime, lightweight version of UxrFingerDescriptor. See UxrRuntimeHandDescriptor. | |
UxrRuntimeHandDescriptor | Runtime, lightweight version of UxrHandDescriptor. It is used to describe the local orientations of finger bones of a UxrHandPoseAsset for a given UxrAvatar. UxrHandPoseAsset objects contain orientations in a well-known space. They are used to adapt hand poses independently of the coordinate system used by each avatar. This means an additional transformation needs to be performed to get to each avatar’s coordinate system. UxrRuntimeHandDescriptor is used to have a high performant version that already contains the bone orientations in each avatar’s coordinate system so that hand pose blending can be computed using much less processing power. | |
UxrRuntimeHandPose | Runtime, lightweight version of UxrHandPoseAsset. It is used to describe the local orientations of finger bones of a UxrHandPoseAsset for a given UxrAvatar. UxrHandPoseAsset objects contain orientations in a well-known space. They are used to adapt hand poses independently of the coordinate system used by each avatar. This means an additional transformation needs to be performed to get to each avatar’s coordinate system. UxrRuntimeHandPose is used to have a high performant version that already contains the bone orientations in each avatar’s coordinate system so that hand pose blending can be computed using much less processing power. | |
UxrWristTorsionInfo | Stores information about wrist torsion. Updated by UxrAvatarRig. |
Enumerations
Enumeration | Description | |
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UxrAvatarRigType | Enumerates the different rig types handled by the UxrAvatar inspector to make sure that only the relevant rig elements are shown. | |
UxrFingerType | Enumerates the different fingers in a hand. |