goal | The AvatarIKGoal that is set. |
goalRotation | The rotation in world space. |
Sets the rotation of an IK goal.
An IK goal is a target position and rotation for a specific body part. Unity can calculate how to move the part toward the target from the starting point (ie, the current position and rotation obtained from the animation).
This function sets the rotation of the ultimate goal in world space; the actual rotation where the body part ends up is also influenced by a weight parameter that specifies how far between the start and the goal the IK should aim (a value in the range 0..1).
#pragma strict public class Example extends MonoBehaviour { var objToAimAt: Transform; var animator: Animator; function Start() { animator = GetComponent.<Animator>(); } function OnAnimatorIK(layerIndex: int) { var handRotation: Quaternion = Quaternion.LookRotation(objToAimAt.position - transform.position); animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1.0f); animator.SetIKRotation(AvatarIKGoal.RightHand, handRotation); } }
using UnityEngine;
public class Example : MonoBehaviour { Transform objToAimAt; Animator animator;
void Start() { animator = GetComponent<Animator>(); }
void OnAnimatorIK(int layerIndex) { Quaternion handRotation = Quaternion.LookRotation(objToAimAt.position - transform.position); animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1.0f); animator.SetIKRotation(AvatarIKGoal.RightHand, handRotation); } }
See Also: SetIKRotationWeight, SetIKPosition.