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.
| Name | Description |
---|
 | ClearRigElements |
Sets all the rig element references to null. |
  | CurlFinger |
Curls an avatar finger. |
 | GetArms |
Gets the avatar arms. |
  | GetHandSide |
Checks which side a transform is part of, based on which wrist it hangs from or if it hangs from an UxrHandIntegration. |
 | HasAnyUpperBodyIKReference |
Gets whether the given rig has any of the references used in upper body IK (head, neck, upper chest, chest or spine). |
 | HasArmData |
Gets whether the given rig has all arm references (upper arm, forearm and hand). |
 | HasFingerData() |
Gets whether the given rig has all finger data. |
 | HasFingerData(UxrHandSide) |
Gets whether the given rig has all finger data. |
 | HasFullHandData |
Gets whether the given rig has all hand and finger bone references. |
  | PopHandTransforms |
Restores all the transform information of the bones of a hand saved using PushHandTransforms(UxrAvatarHand). |
  | PushHandTransforms |
Saves all the transform information of the bones of a hand so that it can later be restored using PopHandTransforms(UxrAvatarHand, Dictionary(Transform, UxrTransform)). |
  | SetupRigElementsFromAnimator |
Tries to sets up all rig elements from the Animator of a humanoid model. |
  | TryToGetHandRenderer |
Tries to get the SkinnedMeshRenderer that represents the given hand. |
  | TryToInferMissingRigElements |
Tries to infer rig elements by doing some checks on names and bone hierarchy. This is useful when we have a rig that has no full humanoid avatar set up on its animator . |
  | TryToResolveArm |
Tries to solve which bones from a SkinnedMeshRenderer are remaining parts of the arm that still have no references. |
  | TryToResolveHand |
Tries to solve missing bone elements of a hand using a SkinnedMeshRenderer as source. |
  | UpdateHandUsingDescriptor(UxrAvatar, UxrHandSide, UxrHandDescriptor) |
Updates an avatar’s hand transforms using a fixed hand descriptor. |
  | UpdateHandUsingDescriptor(UxrAvatarHand, UxrHandDescriptor, UxrUniversalLocalAxes, UxrUniversalLocalAxes) |
Updates the hand transforms using a hand descriptor. |
  | UpdateHandUsingDescriptor(UxrAvatar, UxrHandSide, UxrHandDescriptor, UxrHandDescriptor, Single) |
Updates an avatar’s hand transforms using two hand descriptors and a blend value. |
  | UpdateHandUsingDescriptor(UxrAvatarHand, UxrHandDescriptor, UxrHandDescriptor, Single, UxrUniversalLocalAxes, UxrUniversalLocalAxes) |
Updates the hand transforms using two hand descriptors and an interpolation value. |
  | UpdateHandUsingRuntimeDescriptor(UxrAvatar, UxrHandSide, UxrRuntimeHandDescriptor) |
Updates the hand transforms using a runtime hand descriptor. |
  | UpdateHandUsingRuntimeDescriptor(UxrAvatar, UxrHandSide, UxrRuntimeHandDescriptor, UxrRuntimeHandDescriptor, Single) |
Updates the hand transforms blending between two runtime hand descriptors. |