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 |
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| 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. |