|  | TwoJointIKSolver Class | 
 Inheritance Hierarchy
Inheritance HierarchyNamespace: DigitalRune.Animation.Character
 Syntax
SyntaxThe TwoJointIKSolver type exposes the following members.
 Constructors
Constructors| Name | Description | |
|---|---|---|
|  | TwoJointIKSolver | 
            Initializes a new instance of the TwoJointIKSolver class.
             | 
 Methods
Methods| Name | Description | |
|---|---|---|
|  | Equals | (Inherited from Object.) | 
|  | Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.(Inherited from Object.) | 
|  | GetHashCode | Serves as a hash function for a particular type. (Inherited from Object.) | 
|  | GetType | Gets the Type of the current instance.(Inherited from Object.) | 
|  | MemberwiseClone | Creates a shallow copy of the current Object.(Inherited from Object.) | 
|  | OnInvalidate | 
            Called when the SkeletonPose was exchanged.
            (Overrides IKSolverOnInvalidate.) | 
|  | OnSolve | 
            Called when Solve(Single) is called.
            (Overrides IKSolverOnSolve(Single).) | 
|  | Solve | 
            Modifies the SkeletonPose to reach the Target position.
            (Inherited from IKSolver.) | 
|  | ToString | Returns a string that represents the current object.(Inherited from Object.) | 
 Properties
Properties| Name | Description | |
|---|---|---|
|  | HingeAxis | 
            Gets or sets the hinge axis relative to the root bone.
             | 
|  | HingeBoneIndex | 
            Gets or sets the index of the hinge bone.
             | 
|  | MaxAngularVelocity | 
            Gets or sets the maximal angular velocity per bone.
            (Inherited from IKSolver.) | 
|  | MaxHingeAngle | 
            Gets or sets the max hinge angle.
             | 
|  | MinHingeAngle | 
            Gets or sets the min hinge angle.
             | 
|  | RootBoneIndex | 
            Gets or sets the index of the root bone.
             | 
|  | SkeletonPose | 
            Gets or sets the skeleton pose.
            (Inherited from IKSolver.) | 
|  | Target | 
            Gets or sets the target position in model space.
            (Inherited from IKSolver.) | 
|  | TipBoneIndex | 
            Gets or sets the index of the tip bone that determines the end of the chain.
             | 
|  | TipBoneOrientation | 
            Gets or sets the desired absolute tip bone rotation.
             | 
|  | TipOffset | 
            Gets or sets the tip offset relative to the tip bone.
             | 
|  | Weight | 
            Gets or sets the weight.
            (Inherited from IKSolver.) | 
 Explicit Interface Implementations
Explicit Interface Implementations| Name | Description | |
|---|---|---|
|   | IAnimatableObjectGetAnimatablePropertyT | 
            Gets the property with given name and type which can be animated.
            (Inherited from IKSolver.) | 
|   | IAnimatableObjectGetAnimatedProperties | 
            Gets the properties which are currently being animated.
            (Inherited from IKSolver.) | 
|   | INamedObjectName | 
            Not implemented.
            (Inherited from IKSolver.) | 
 Remarks
RemarksThis IKSolver modifies two bones in a bone chain. It is typically used for arms and legs. For the solver, the first bone (see RootBoneIndex) can rotate freely. The second bone (see HingeBoneIndex) is attached with a hinge. The bone chain can contain more than 2 bones (e.g. the upper leg can consist of several bones). But only 2 bones are modified. The bones are rotated so that the end of the chain (defined by TipBoneIndex) reaches the target.
Limitations of this IK solver: The bones must lie in a plane normal to the hinge axis; otherwise, the target will not be reached exactly.
See also IKSolver for more general information.
 See Also
See Also