Class WalkGaitParameters.ArmGroup

Namespace
CodeSmile.AnyMotion.AnimateYourself.Gait
/
Assembly
ApiSource.dll
[Serializable]
public sealed class WalkGaitParameters.ArmGroup
Expand Details ...
Inheritance
object
WalkGaitParameters.ArmGroup

Fields

ElbowBend

[Tooltip("How far the elbows are bent at all times, in degrees. 0 is a straight arm.")]
[Range(0, 150)]
public float ElbowBend

Field Value

float

ElbowPoleAngle

[Tooltip("Which way the elbows point, in degrees from straight back towards each arm's own side. 0 points them straight back for a tight, military carriage; larger values open them outwards for a looser one. This is the main control over how the arms read while walking.")]
[Range(0, 80)]
public float ElbowPoleAngle

Field Value

float

ElbowSwing

[Tooltip("How much the elbow bend changes over the course of a swing, in degrees, added on top of Elbow Bend.")]
[Range(0, 90)]
public float ElbowSwing

Field Value

float

HandTargetWeight

[Tooltip("How far a hand reaches towards its assigned hand target instead of following the normal arm swing, from 0 to 1. It has no effect unless a Left or Right Hand Target is also assigned, so this is the amount, not the on/off switch. It is reduced automatically when the target lies outside the three reach limits below.")]
[Range(0, 1)]
public float HandTargetWeight

Field Value

float

Outward

[Tooltip("How far the upper arms are held away from the ribcage, in degrees, measured from hanging straight down. Negative pulls them in across the body.")]
[Range(-30, 120)]
public float Outward

Field Value

float

PhaseOffset

[Tooltip("Shifts the arm swing relative to the legs. 0 is the natural pattern, where an arm swings forward as the leg on the opposite side does. 0.5 swings each arm with the leg on its own side, which most viewers read as wrong and which is useful for exactly that reason.")]
[Range(-1, 1)]
public float PhaseOffset

Field Value

float

ReachAcrossLimit

[Tooltip("How far a hand may reach across the body, in degrees measured from straight ahead towards the character's centre line. Around 40 lets both hands meet in front of the chest; lower values keep each hand on its own side. A target further across is not reached for.")]
[Range(0, 90)]
public float ReachAcrossLimit

Field Value

float

ReachBehindLimit

[Tooltip("How far a hand may reach backwards, in degrees measured from straight ahead going outwards: 90 is straight out to the side and 180 is straight behind. Around 120 allows a reach down to the hip without asking the shoulder to reach behind the back.")]
[Range(0, 180)]
public float ReachBehindLimit

Field Value

float

ReachUpLimit

[Tooltip("How high a hand may be raised, in degrees measured from hanging straight down: 90 is level with the shoulder and 180 is straight overhead. A target above this is not reached for and the arm keeps swinging normally instead. Only affects an assigned hand target.")]
[Range(0, 180)]
public float ReachUpLimit

Field Value

float

Swing

[Tooltip("How far the arms swing forwards and backwards from the shoulder, in degrees.")]
[Range(0, 120)]
public float Swing

Field Value

float

SwingBias

[Tooltip("A constant shoulder angle that the swing happens around, in degrees. 0 lets the arms hang at the sides. Around 45 holds them out in front. Negative holds them behind the body.")]
[Range(-90, 90)]
public float SwingBias

Field Value

float