Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

Animator.SetIKRotation

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Declaration

public void SetIKRotation(AvatarIKGoal goal, Quaternion goalRotation);

Parameters

goal The AvatarIKGoal that is set.
goalRotation The rotation of the goal in world space which should follow Unity's world coordinates convention (see below).

Description

Sets the rotation of an IK goal.

An IK goal is a specified target position and rotation for a specific body part. Unity calculates how to move the body part towards this target from a starting point. This starting point could be, for example, the current position and rotation obtained from an animation.

This function sets the IK goal rotation in world space. When specifying the IK goal rotation, it should follow Unity's world coordinates convention: • The X-Axis is parallel to the palm of the hand (or sole of the foot), pointing sideways to the right of the hand (or foot).
• The Y-Axis is perpendicular to the top of the hand (or foot), pointing upwards.
• The Z-Axis is parallel to the palm of the hand (or sole of the foot), pointing forwards toward the fingers (or toes).


It is recommended that the bone orientation of the avatar skeleton pose should also follow Unity's world coordinates convention. If your avatar skeleton pose follows a different convention, the bone rotation applied to the corresponding GameObject might differ from the IK goal rotation.

In addition, you can set a weight value to set the amount of influence that the IK goal rotation has over the starting rotation. Use the SetIKRotationWeight method to set a weight value between 0..1 where a weight of 0 means no influence and a weight of 1 means full influence.

The following code example demonstrates how to use the SetIKRotation method and SetIKRotationWeight method.

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); } }

Additional resources: SetIKRotationWeight, SetIKPosition.