Summary
Should Unity call
OnAnimatorIK
on the animated object while this object and its children have any
Animancer.AnimancerNode.Weight
?
- Assembly
- Animancer
.dll - Namespace
- Animancer
- Containing Type
- AnimancerNodeBase
Syntax
public abstract bool ApplyAnimatorIK { get; set; }
Remarks
This is equivalent to the "IK Pass" toggle in Animator Controller layers, except that due to limitations in
the Playables API the
layerIndex
will always be zero.
This value starts false by default, but can be automatically changed by
Animancer.AnimancerNode.CopyIKFlags(Animancer.AnimancerNodeBase)
when the Animancer.AnimancerNodeBase.Parent
is set.
IK only takes effect while at least one Animancer.ClipState
has a Animancer.AnimancerNode.Weight
above zero. Other node types either store the value to apply to their children or don't support IK.
Documentation:
IK Pass
Value
Type | Description |
---|---|
bool |