Class WalkGaitParameters.LookAtGroup

Namespace
CodeSmile.AnyMotion.AnimateYourself.Gait
/
Assembly
ApiSource.dll

L01 (look-at / head tracking): the authored half. Adds an additive rotation, in the character's frame, on top of whatever WalkGaitParameters.HeadGroup/WalkGaitParameters.TorsoGroup already produced for this frame — it does not override them. IkTargetSpaceDriver is where the live LookAtTarget Transform is read and turned into a yaw/pitch angle; nothing here needs a world position, so it stays portable like every other group.

[Serializable]
public sealed class WalkGaitParameters.LookAtGroup
Expand Details ...
Inheritance
object
WalkGaitParameters.LookAtGroup

Fields

ChestWeight

[Tooltip("The chest's share of the turn towards the look-at target. Above 0 the character turns part of its upper body towards the target rather than only its head and neck.")]
[Range(0, 1)]
public float ChestWeight

Field Value

float

Easing

[Tooltip("Speed up and slow down when starting and finishing a turn towards a target, instead of turning at one constant rate. Turning this off reads as mechanical, like a turret: the turn starts and stops instantly.")]
public bool Easing

Field Value

bool

HeadWeight

[Tooltip("The head's share of the turn towards the look-at target. The three shares do not need to add up to 1: each is measured against their total, so raising one and leaving the others alone simply gives it a larger share.")]
[Range(0, 1)]
public float HeadWeight

Field Value

float

NeckWeight

[Tooltip("The neck's share of the turn towards the look-at target. 0 leaves the neck alone, which is also the right value for a character whose Avatar has no neck bone.")]
[Range(0, 1)]
public float NeckWeight

Field Value

float

PitchLimit

[Tooltip("The total up-and-down range the head may turn towards a target, in degrees, centred on looking straight ahead. Same idea as Yaw Limit.")]
[Range(0, 360)]
public float PitchLimit

Field Value

float

TrackingSpeed

[Tooltip("The fastest the character may turn towards a look-at target, in degrees per second. Low values read as slow and heavy, high values as instantly attentive. Easing changes how the turn starts and stops, not this top speed.")]
[Range(1, 1080)]
public float TrackingSpeed

Field Value

float

YawLimit

[Tooltip("The total left-to-right range the head may turn towards a target, in degrees, centred on facing forward. 180 is a comfortable human range, 90 degrees to each side. Raise it towards 360 to let the character face any direction, including straight behind.")]
[Range(0, 360)]
public float YawLimit

Field Value

float