All Classes Namespaces Functions Variables Enumerations Properties Pages
Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
oCAimControllerHandles smooth aim target switching, weight blending, target interpolation and root rotation.
oCAimPoserAim Poser returns a reference by direction.
oCInteractionObject.AnimatorEventCalls an animation on an interaction event.
oCBipedReferences.AutoDetectParamsParams for automatic biped recognition. (Using a struct here because I might need to add more parameters in the future).
oCPenetrationAvoidance.AvoiderDefinition of avoidance and raycasting info.
oCAxisToolsContains tools for working with Axes that have no positive/negative directions.
oCBakerBase class for animation bakers, handles timing, keyframing and saving AnimationClips.
oCBipedIKSolversBipedIK solver collection.
oCBipedLimbOrientationsContains the information about which way the limbs should be bent.
oCBipedReferencesContains references to bones common to all biped characters.
oCInertia.BodyBody is just following its transform in a lazy and bouncy way.
oCAmplifier.BodyBody is amplifying the motion of "transform" relative to the "relativeTo".
oCIKSolverVR.BodyPartA base class for all IKSolverVR body parts.
oCHitReaction.HitPointBone.BoneLinkLinking a bone Transform to this bone hit point
oCIKMapping.BoneMapContains mapping information of a single bone
oCVRIKCalibrator.CalibrationDataWhen VRIK is calibrated by calibration settings, will store CalibrationData that can be used to set up another character with the exact same calibration.
oCInteractionTrigger.CameraPositionDefines the valid range of the camera's position relative to this trigger.
oCCCDBendGoalBend goal object for CCDIK. Add this to a GameObject you wish CCD to bend towards.
oCInteractionTrigger.CharacterPositionDefines the valid range of the character's position and rotation relative to this trigger.
oCFBIKChain.ChildConstraintLinear constraint between child chains of a FBIKChain.
oCCommentsAdding comments to GameObjects in the Inspector.
oCConstraintThe base abstract class for all Transform constraints.
oCConstraintsContains and manages a set of constraints.
oCEditorIKUpdates any Final IK component in Editor mode
oCHitReaction.HitPointEffector.EffectorLinkLinking a FBBIK effector to this effector hit point
oCInertia.Body.EffectorLinkLinking this to an effector
oCOffsetPose.EffectorLinkState of an effector in this pose
oCPenetrationAvoidance.Avoider.EffectorLinkLinking this to an effector
oCAmplifier.Body.EffectorLinkLinking this to an effector
oCFABRIKChainBranch of FABRIK components in the FABRIKRoot hierarchy.
oCFBBIKArmBendingCalculates bending direction and hand rotations for a FBBIK rig for VR hand controllers.
oCFBBIKHeadEffectorHead effector for FBBIK.
oCFBIKChainA chain of bones in IKSolverFullBody.
oCFingerContains a LimbIK solver and some additional logic to handle the finger.
oCGrounderDedicated abstrac base component for the Grounding solver.
oCGroundingFoot placement system.
oCHierarchyContains tools for working on Transform hierarchies.
oCHitReaction.HitPointHit point definition
oCIKConstraintBendConstraint used for fixing bend direction of 3-segment node chains in a node based IK solver.
oCIKEffectorEffector for manipulating node based IK solvers.
oCIKExecutionOrderManages the execution order of IK components.
oCIKMappingMaps a bone or a collection of bones to a node based IK solver
oCIKSolverThe base abstract class for all IK solvers
oCInspectorCommentComment attribute for Editor.
oCInteractionTrigger.Range.InteractionDefines the interaction object and effectors that will be triggered when calling InteractionSystem.TriggerInteraction().
oCInteractionEffectorManaging Interactions for a single FBBIK effector.
oCInteractionObject.InteractionEventPredefined interaction events for pausing, picking up, triggering animations and sending messages.
oCInteractionLookAtControls LookAtIK for the InteractionSystem
oCInteractionObjectObject than the InteractionSystem can interact with.
oCInteractionSystemHandles FBBIK interactions for a character.
oCInteractionTargetThe target of an effector in the InteractionSystem.
oCInteractionTriggerWhen a character with an InteractionSystem component enters the trigger collider of this game object, this component will register itself to the InteractionSystem. The InteractionSystem can then use it to find the most appropriate InteractionObject and effectors to interact with. Use InteractionSystem.GetClosestTriggerIndex() and InteractionSystem.TriggerInteration() to trigger the interactions that the character is in contact with.
oCInterpClass for various interpolation methods.
oCLargeHeaderLarge header attribute for Editor.
oCLazySingleton< T >Auto-instantiated singleton base class.
oCGrounding.LegThe Grounding Leg.
oCGenericPoser.MapMapping a bone to its target
oCInteractionObject.MessageDefinition of a message sent by an InteractionEvent.
oCInteractionObject.MultiplierMultiplies a weight curve and uses the result for another FBBIK channel. (to reduce the amount of work with AnimationCurves)
oCInteractionTarget.MultiplierMultiplies the value of a weight curve for this effector target.
oCHitReactionVRIK.OffsetHit point definition
oCOffsetModifier.OffsetLimitsLimiting effector position offsets
oCOffsetModifierBase class for all FBBIK effector positionOffset modifiers. Works with animatePhysics, safe delegates, offset limits.
oCOffsetModifierVRIKBase class for all FBBIK effector positionOffset modifiers. Works with animatePhysics, safe delegates, offset limits.
oCOffsetPoseDefinition of FBBIK Offset pose.
oCGrounding.PelvisThe Grounding Pelvis.
oCIKSolver.PointThe most basic element type in the IK chain that all other types extend from.
oCAimPoser.Posethe pose definition
oCHitReactionVRIK.PositionOffset.PositionOffsetLinkLinking a FBBIK effector to this effector hit point
oCRagdollUtilityRagdoll Utility controls switching characters in and out of ragdoll mode. It also enables you to use IK effects on top of ragdoll simulation.
oCInteractionTrigger.RangeDefines the valid range of the character's and/or its camera's position for one or multiple interactions.
oCVRIK.ReferencesVRIK-specific definition of a humanoid biped.
oCRotationLimitThe base abstract class for all Rotation limits. Contains common functionality and static helper methods
oCHitReactionVRIK.RotationOffset.RotationOffsetLinkLinking a bone Transform to this bone hit point
oCVRIKCalibrator.SettingsThe settings for VRIK tracker calibration.
oCShoulderRotatorShoulder rotator is a workaround for FBBIK not rotating the shoulder bones when pulled by hands. It get's the job done if you need it, but will take 2 solving iterations.
oCShowLargeHeaderIfLarge header attribute for Editor.
oCSingleton< T >The base abstract Singleton class.
oCSolverManagerManages solver initiation and updating
oCGrounderFBBIK.SpineEffectorContains the bending weights for an effector.
oCTriggerEventBroadcasterForwards collider OnTrigger.. events.
oCTwistRelaxerRelaxes the twist rotation if the TwistSolver transforms relative to their parent and a child Transforms, using their initial rotations as the most relaxed pose.
oCTwistSolverRelaxes the twist rotation if the Transform relative to its parent and a child Transforms, using the Transform's initial rotation as the most relaxed pose.
oCVRIKLODControllerSimple VRIK LOD level controller based on renderer.isVisible and camera distance.
\CInteractionObject.WeightCurveA Weight curve for various FBBIK channels.