Talos docs

AnimIk

Since 0.6

One two-bone IK chain: a leg or an arm, solved so its end bone sits on a point.

Plain text

Signature

export interface AnimIk {
  name: string
  /** Root, middle and end bone: a parent → child → grandchild path of the rig. */
  chain: [string, string, string]
  /** Which way the chain bends, as a direction in the rig's own frame. */
  pole?: Vec3
  /** A bone whose position pulls the middle joint towards it. At most one of the two. */
  poleBone?: string
  weight: number
  target?: Vec3
  /**
   * Degrees the middle joint is held bent to when the rig rests straighter than that, so an
   * imported straight-legged humanoid still has downward travel. Absent is the canonical
   * 40°; `0` turns it off. `pelvis` pays for the height the bend costs.
   */
  restBend?: number
}

Import: import type { AnimIk } from "@argus/gameplay"

Members

MemberSignatureDescription
namename: string
chainchain: [string, string, string]Root, middle and end bone: a parent → child → grandchild path of the rig.
polepole?: Vec3Which way the chain bends, as a direction in the rig's own frame.
poleBonepoleBone?: stringA bone whose position pulls the middle joint towards it. At most one of the two.
weightweight: number
targettarget?: Vec3
restBendrestBend?: numberDegrees the middle joint is held bent to when the rig rests straighter than that, so an imported straight-legged humanoid still has downward travel. Absent is the canonical 40°; 0 turns it off. pelvis pays for the height the bend costs.