Class WalkGaitParameters.FootstepGroup

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

Fields

FootYaw

[Tooltip("How far the feet are turned outwards at all times, in degrees. Positive points the toes away from each other.")]
[Range(-45, 45)]
public float FootYaw

Field Value

float

ForwardBias

[Tooltip("Shifts both feet forwards or backwards relative to the hips, as a fraction of leg length. Positive puts the feet ahead of the hips, which reads as leaning back.")]
[Range(-0.5, 0.5)]
public float ForwardBias

Field Value

float

HeelStrikeAngle

[Tooltip("The angle of the foot as it lands, in degrees. Positive tilts the toes up so the heel lands first, as in ordinary walking. Negative lands on the toes, which reads as sneaking or as a limp.")]
[Range(-60, 60)]
public float HeelStrikeAngle

Field Value

float

MinLateralSeparation

[Tooltip("The closest the two feet may come to each other sideways, as a fraction of hip width, while the character travels in a direction it is not facing. It has no effect at normal stance width; it only takes over once a sideways step would otherwise bring the feet together or let them cross. It holds the feet apart, it does not make one foot step around in front of or behind the other.")]
[Range(0, 1)]
public float MinLateralSeparation

Field Value

float

StepEaseIn

[Tooltip("How gradually the foot gets moving as it leaves the ground. 1 eases it into the step from a standstill. Lower values start it moving sooner and faster, down to 0, where it is already at full speed the instant it lifts. Unlike Wave Sharpness this affects the feet only, so sharp footwork no longer means a sharp head and arms as well.")]
[Range(0, 1)]
public float StepEaseIn

Field Value

float

StepEaseOut

[Tooltip("How gradually the foot slows down as it comes back to the ground. 1 floats it down into the landing. Lower values keep it travelling for longer and stop it later, down to 0, where it is still at full speed when it lands, which reads as heavy or exhausted. Affects the feet only, the same way Step Ease In does.")]
[Range(0, 1)]
public float StepEaseOut

Field Value

float

StepHeight

[Tooltip("How high the foot lifts at the top of a step, as a fraction of leg length.")]
[Range(0, 1)]
public float StepHeight

Field Value

float

StepLength

[Tooltip("How far the character travels per step, as a fraction of leg length. 1 is a step as long as the leg. Ordinary walking is roughly 0.5 to 0.7.")]
[Range(0, 2)]
public float StepLength

Field Value

float

StepWidth

[Tooltip("How far apart the feet are placed sideways, as a fraction of hip width. 1 puts each foot directly below its own hip. 0 walks along a single line.")]
[Range(0, 3)]
public float StepWidth

Field Value

float

SwingArcSkew

[Tooltip("When during a step the foot reaches its highest point. 0 is halfway through. Negative lifts the foot early and lets it drop; positive drags it along the ground and lifts it late.")]
[Range(-1, 1)]
public float SwingArcSkew

Field Value

float

ToeOffAngle

[Tooltip("The angle of the foot as it leaves the ground, in degrees. Negative points the toes down, as when pushing off.")]
[Range(-60, 60)]
public float ToeOffAngle

Field Value

float