| TwoJointIKSolverTipBoneOrientation Property |
Gets or sets the desired absolute tip bone rotation.
Namespace: DigitalRune.Animation.CharacterAssembly: DigitalRune.Animation (in DigitalRune.Animation.dll) Version: 1.4.0.0 (1.4.1.14427)
Syntax public Nullable<QuaternionF> TipBoneOrientation { get; set; }
Public Property TipBoneOrientation As Nullable(Of QuaternionF)
Get
Set
public:
property Nullable<QuaternionF> TipBoneOrientation {
Nullable<QuaternionF> get ();
void set (Nullable<QuaternionF> value);
}
member TipBoneOrientation : Nullable<QuaternionF> with get, set
Property Value
Type:
NullableQuaternionF
The desired absolute tip bone rotation. The default is
.
Remarks
If this value is , the IK solver does not influence the orientation
of the tip bone. This value can be set to a target rotation relative to model space. The IK
solver will make sure that the tip bone ends up in this orientation.
This is useful if, for example, a character grabs a bar with the hand. The hand bone should
be aligned with the direction of the bar. TipBoneOrientation must be set
according to the orientation of the bar.
See Also