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
object
BoneChannel

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

Axis3D

Bone

public HumanBodyBones Bone

Field Value

HumanBodyBones

Envelope

public ShakeEnvelope Envelope

Field Value

ShakeEnvelope

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