Class BoneChannel
- Namespace
- CodeSmile.AnyMotion.AnimateYourself.Shake /
- Assembly
- ApiSource.dll
One noise-driven bone. A preset is a list of these; an empty list drives nothing.
[Serializable]
public sealed class BoneChannel
Expand Details ...
- Inheritance
-
objectBoneChannel
Fields
Amplitude
[Tooltip("Peak rotation offset in degrees, before the envelope scales it.")]
public float Amplitude
Field Value
- float
AxisMask
public Axis3D AxisMask
Field Value
Bone
public HumanBodyBones Bone
Field Value
- HumanBodyBones
Envelope
public ShakeEnvelope Envelope
Field Value
Frequency
[Tooltip("How fast the pattern cycles, in Hz.")]
public float Frequency
Field Value
- float
Lacunarity
[Tooltip("Frequency multiplier applied per extra octave. Only relevant when Octaves > 1.")]
public float Lacunarity
Field Value
- float
Octaves
[Tooltip("Perlin octaves summed together (fractional Brownian motion). 1 = plain noise, no extra cost. Higher values add texture between a plain 'tremor' and a busier 'chatter'/'judder'.")]
[Min(1)]
public int Octaves
Field Value
- int
Persistence
[Tooltip("Amplitude multiplier applied per extra octave. Only relevant when Octaves > 1.")]
public float Persistence
Field Value
- float
Regularity
[Tooltip("0 = pure sine, 1 = pure Perlin noise. Values between mix a regular wobble with an irregular one.")]
[Range(0, 1)]
public float Regularity
Field Value
- float
Seed
[Tooltip("Offsets this channel's sample position so channels sharing a Frequency do not move in lockstep. Part of the portable preset, so a saved pattern reproduces exactly on load.")]
public int Seed
Field Value
- int