├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── PresetManager.asset
├── EditorBuildSettings.asset
├── TimeManager.asset
├── AudioManager.asset
├── TagManager.asset
├── EditorSettings.asset
├── UnityConnectSettings.asset
├── DynamicsManager.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
├── GraphicsSettings.asset
├── QualitySettings.asset
├── InputManager.asset
└── ProjectSettings.asset
├── Documentation
├── images
│ ├── auto.png
│ ├── boneeditor.png
│ ├── brushtool.png
│ ├── chainbones.png
│ ├── createmesh.png
│ ├── freebones.png
│ ├── slidertool.png
│ ├── 2D_IK_Image 1.png
│ ├── 2D_IK_Image 2.jpg
│ ├── 2D_IK_Image 3.jpg
│ ├── 2D_IK_Image 4.png
│ ├── 2D_IK_Image 5.png
│ ├── 2D_IK_Image 6.jpg
│ ├── 2D_IK_Image 7.png
│ ├── 2D_IK_Image 8.png
│ ├── 2D_IK_Image1.png
│ ├── 2D_IK_Image2.jpg
│ ├── 2D_IK_Image3.jpg
│ ├── 2D_IK_Image4.png
│ ├── 2D_IK_Image5.png
│ ├── 2D_IK_Image6.jpg
│ ├── 2D_IK_Image7.png
│ ├── 2D_IK_Image8.png
│ ├── Geometrymode.png
│ ├── PlunkahDeform.png
│ ├── bonehierarchy.png
│ ├── bonetransform.png
│ ├── chainbonetool.png
│ ├── createmesh2.png
│ ├── freemovetool.png
│ ├── generatemesh.png
│ ├── geowaiteditor.png
│ ├── splitbonetool.png
│ ├── weighteditor.png
│ ├── weightmodes.png
│ ├── parentbonetool.png
│ ├── weightinspector.png
│ ├── spriteskincomponent.png
│ ├── PlunkahChainBoneDeform.png
│ ├── PlunkahDetachedDeform.png
│ └── PlunkahFreeBoneDeform.png
├── 2DAnimation.md
└── 2DIK.md
├── Assets
├── Unity Technologies
│ ├── 2D Animation
│ │ ├── Samples
│ │ │ ├── Fonts
│ │ │ │ ├── LICENSE.txt.meta
│ │ │ │ ├── RobotoCondensed-Bold.ttf
│ │ │ │ ├── RobotoCondensed-Bold.ttf.meta
│ │ │ │ └── LICENSE.txt
│ │ │ ├── Sprites
│ │ │ │ └── PlunkahGreen.png
│ │ │ ├── Fonts.meta
│ │ │ ├── Sprites.meta
│ │ │ ├── _Scenes.meta
│ │ │ ├── Animation.meta
│ │ │ ├── _Scenes
│ │ │ │ ├── 01 Character Rigged.unity.meta
│ │ │ │ ├── 02 Character IK.unity.meta
│ │ │ │ ├── 03 Character Animated.unity.meta
│ │ │ │ ├── 01 Character Rigged.unity
│ │ │ │ └── 02 Character IK.unity
│ │ │ └── Animation
│ │ │ │ ├── PlunkahIdol.anim.meta
│ │ │ │ ├── PlunkahG.controller.meta
│ │ │ │ └── PlunkahG.controller
│ │ ├── Samples.meta
│ │ ├── LICENSE.md
│ │ ├── README.md
│ │ └── Third-Party Notices.md
│ └── 2D Animation.meta
└── Unity Technologies.meta
├── .gitignore
├── README.md
├── Packages
└── manifest.json
└── Third-Party Notices.md
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1 | /[Ll]ibrary/
2 | /[Tt]emp/
3 | /[Oo]bj/
4 | /[Bb]uild/
5 | /[Bb]uilds/
6 | /Assets/AssetStoreTools*
7 | /.vs/
8 |
9 | # Autogenerated VS/MD solution and project files
10 | ExportedObj/
11 | *.csproj
12 | *.unityproj
13 | *.sln
14 | *.suo
15 | *.tmp
16 | *.user
17 | *.userprefs
18 | *.pidb
19 | *.booproj
20 | *.svd
21 |
22 |
23 | # Unity3D generated meta files
24 | *.pidb.meta
25 |
26 | # Unity3D Generated File On Crash Reports
27 | sysinfo.txt
28 |
29 | # Builds
30 | *.apk
31 | *.unitypackage
32 |
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/Assets/Unity Technologies/2D Animation/LICENSE.md:
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1 | 2D Animation copyright © 2018 Unity Technologies ApS
2 |
3 | Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](https://unity3d.com/legal/licenses/Unity_Companion_License).
4 |
5 | Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.
6 |
7 |
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/README.md:
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1 | # 2d-animation-samples
2 |
3 | This repository contains samples of the 2D Animation features to be used with Unity 2018.1 and newer.
4 |
5 | ## Getting Started
6 | ### Get the Unity Editor
7 | To get started, download and install the latest Unity 2018.1,
8 | here: https://unity3d.com/get-unity/download
9 |
10 | ### Get the Package
11 | These samples already include the necessary manifest in the Packages folder of the project.
12 | If you want to activate these features in another project you may use the Package Manager to install them.
13 |
14 | Find out more about packages here: **[Unity Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@1.8/manual/index.html)**
15 |
16 | ### Preview Feature Documentation
17 | * **[2D Animation](https://github.com/Unity-Technologies/2d-animation-samples/blob/master/Documentation/2DAnimation.md)**
18 | * **[Inverse Kinematics (IK)](https://github.com/Unity-Technologies/2d-animation-samples/blob/master/Documentation/2DIK.md)**
19 |
20 | ## Known Challenges:
21 | * Using the Transform Tools for manipulating bones in the Scene while posing and animating is not as fluid as we would like
22 | * The skinning and rigging portion is done in the Scene View along with Hierarchy manipulation and IK setups
23 |
24 | ## :exclamation::exclamation::exclamation: Warning :exclamation::exclamation::exclamation:
25 | **Project backward compatibility between Preview versions is NOT GUARANTEED. Always backup your project before updating the package. Preview features here are not production ready, please DO NOT use this package for your final production. Preview features may be discontinued/dropped.**
26 |
27 |
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/Assets/Unity Technologies/2D Animation/README.md:
--------------------------------------------------------------------------------
1 | # 2d-animation-samples
2 |
3 | This repository contains samples of the 2D Animation features to be used with Unity 2018.1 and newer.
4 |
5 | ## Getting Started
6 | ### Get the Unity Editor
7 | To get started, download and install the latest Unity 2018.1,
8 | here: https://unity3d.com/get-unity/download
9 |
10 | ### Get the Package
11 | These samples already include the necessary manifest in the Packages folder of the project.
12 | If you want to activate these features in another project you may use the Package Manager to install them.
13 |
14 | Find out more about packages here: **[Unity Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@1.8/manual/index.html)**
15 |
16 | ### Preview Feature Documentation
17 | * **[2D Animation](https://github.com/Unity-Technologies/2d-animation-samples/blob/master/Documentation/2DAnimation.md)**
18 | * **[Inverse Kinematics (IK)](https://github.com/Unity-Technologies/2d-animation-samples/blob/master/Documentation/2DIK.md)**
19 |
20 | ## Known Challenges:
21 | * Using the Transform Tools for manipulating bones in the Scene while posing and animating is not as fluid as we would like
22 | * The skinning and rigging portion is done in the Scene View along with Hierarchy manipulation and IK setups
23 |
24 | ## :exclamation::exclamation::exclamation: Warning :exclamation::exclamation::exclamation:
25 | **Project backward compatibility between Preview versions is NOT GUARANTEED. Always backup your project before updating the package. Preview features here are not production ready, please DO NOT use this package for your final production. Preview features may be discontinued/dropped.**
26 |
27 |
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--------------------------------------------------------------------------------
/Documentation/2DAnimation.md:
--------------------------------------------------------------------------------
1 | # 2D Animation
2 |
3 | ## Workflow
4 |
5 | 1. Select the Sprite in the **Sprite Editor**.
6 |
7 | 2. Build the Sprite Bones hierarchy in the **[Bone Editor](#BoneEditor)** (menu: **Sprite Editor** > **Bone Editor**).
8 |
9 | 3. Generate and edit geometry, and assign skin weights in the **[Geometry and Weight Editor](#GeoEditor)** (menu: **Sprite Editor** > **Geometry And Weight Editor**).
10 |
11 | 4. Place the Sprite in a Scene and add the **[Sprite Skin](#SpriteSkin)** component to generate the bones of the Sprite.
12 |
13 | 5. The Sprite is now ready to be animated.
14 |
15 | ## Bone Editor
16 |
17 | Create and define the bones for your Sprites and their hierarchy in the **Bone Editor**.
18 |
19 | 
20 |
21 | ## Create and Edit Bones
22 |
23 | There are two tools for creating bones - the **Create Bone Tool**, and the **Create Free Bone** **Tool**. With both tools, the first bone created is the **Root** bone of the Sprite's bone hierarchy. However, both tools parent newly created bones differently.
24 |
25 | If no tools are selected, the **Bone Editor** is in **Transform** mode. In this mode, select and move any bone's *Pivot*, *Body* or *Tail* around to transform its length and size.
26 |
27 | ### Create Chain Bone tool
28 |
29 | Select the **Create Bone** tool and click anywhere in the Sprite to start creating a chain of bones. In **Create Chain Bone** mode, newly created bones are automatically parented to the previous bone in the hierarchy in a continuous chain. To deselect this tool, select **Esc**.
30 |
31 | 
32 |
33 | ### Create Free Bone tool
34 |
35 | With the **Create Free Bone** tool, new bones are parented to the currently selected bone and ignores the bone chain hierarchy. This is useful if you need to create bones that do not form a continuous chain.
36 |
37 | To create a new bone:
38 |
39 | 1. Select and highlight a bone to be the parent. If no bone is selected, the **Root** bone is the default parent.
40 |
41 | 2. Select the tool, then click an empty location to set the starting *Pivot* of the new bone.
42 |
43 | 3. Move the cursor to where the bone should end, and click to set the *Tip* of the bone.
44 |
45 | 4. The new bone is created, parented to the bone selected in step 1.
46 |
47 | 
48 |
49 | ### Free Move Tool
50 |
51 | Use the **Free Move** tool to detach a bone from a chain and move it independently, however it is still treated as being parented to its original parent bone.
52 |
53 | 
54 |
55 | ### Parent Tool
56 |
57 | The **Parent Tool** is used to change the parent of a child bone. First select the child bone, then select the **Parent Tool**, and finally select a bone to be the new parent.
58 |
59 | 
60 |
61 | ### Split Tool
62 |
63 | The **Split Tool** will split a selected bone. First select a bone, then select the **Split Tool**. The selected bone will be split into two even length bones.
64 |
65 | 
66 |
67 | ### Delete Tool
68 |
69 | Select a bone, then click the **Delete Tool** to remove it.
70 |
71 | ## Bone Editor Shortcut Keys
72 |
73 | |**Tool**|Shortcut|
74 | |:---|:---|
75 | |**Create Chain Bone**|B|
76 | |**Create Free Bone**|N|
77 | |**Free Move**|M|
78 | |**Parent Bone**|P|
79 | |**Split Bone**|S|
80 | |**Delete**|Del|
81 | |*To deselect all tools*|Esc|
82 |
83 | ## Geometry and Weight Editor
84 |
85 | This editor is where Sprite geometry is generated, and vertex weights are then assigned to the bones to deform the geometry.
86 |
87 | 
88 |
89 |
90 | ### Generating Geometry Automatically
91 |
92 | Sprite geometry can be generated automatically or created manually.
93 |
94 | To auto-generate the mesh, set the editor to *Geometry mode*.
95 |
96 | 
97 |
98 | Then select the *Generate* button at the top-left of the menu bar.
99 |
100 | 
101 |
102 |
103 | Adjust the following parameters to refine the generated geometric mesh.
104 |
105 | |Property|Function|
106 | |:---|:---|
107 | |**Outline Detail**|Density and accuracy of the mesh to the Sprite outline.|
108 | |**Alpha Tolerance**|Threshold for transparency considered when generating the outline.|
109 | |**Subdivide**|Subdivides the mesh to increase tessellation. Higher values increase the tessellation and complexity of the generated mesh.|
110 |
111 | ### Creating Geometry Manually
112 |
113 | Create mesh geometry created manually in the **Create Vertex** or **Create Edge** modes., then double-click within a Sprite's outline to select it.
114 |
115 | 
116 |
117 | From the top menu, select *Create Vertex* and click anywhere within the Sprite to create vertices. Then select *Create Edge* and click on vertices to connect them together to form new edges. Select *Split Edge* and then click on an edge to split it into multiple pieces.
118 |
119 | You can create vertices and new edges directly in *Selection mode* as well. While in *Selection mode*, double-click anywhere on the Sprite to create vertices. Hold *Shift* to connect a selected vertex to another to create an edge.
120 |
121 | ## Weights Mode
122 |
123 | Select the *Weight mode*, and then select a Sprite to begin applying skin weights. Click *Auto*  to automatically generate weights based on the Sprite's bones, which can be edited manually later.
124 |
125 | ### Editing Skin Weights
126 |
127 | The **Weight Editor** is used to manually edit skin weights.
128 |
129 | 
130 |
131 | There are two tools to edit the Weights - the *Slider* and the *Brush*. The *Slider* allows direct manipulation of the values of selected vertices; while the *Brush* tool allows you to 'paint' skin weights directly on the mesh.
132 | ### Weight Editor Settings
133 |
134 | |Property|Function|
135 | |:---|:---|
136 | |**Mode**|Current behavior mode of the Weight Editor|
137 | | **Add and Subtract**|Increases/Decreases influence on vertices around the selected bone|
138 | | **Grow and Shrink**|Increases/Decreases influence on vertices that are already affected by the selected bone. |
139 | | **Smooth**|Averages the weights of vertices with their neighbors, creating smoother deformations.|
140 | |**Bone** (unavailable if *Mode: Smooth*)|Displays currently selected Bone. A different Bone can be selected via the drop-down menu.|
141 | |**Normalize**| Enable to ensure the normalized weight of selected vertices is equal to 1.|
142 | |**Amount**|Amount of weight applied on selected vertices|
143 | |_*Following available in the Brush Weight editor only_|
144 | |**Size**|Size of the brush cursor.|
145 | |**Hardness**|Amount of weight applied by the brush. Higher values increase the weight per brushstroke.|
146 | |**Step**|Number of increments needed to apply the full weight of brush.|
147 |
148 | The weights for selected vertices can be viewed and further adjusted with the vertex inspector located at the bottom-left of the Editor window.
149 |
150 | 
151 |
152 | You can preview the effect of the painted weights within the **Sprite Editor**. Select and hold a bone to move or rotate it. The Sprite's geometry mesh deforms according to the weights painted. Releasing the bones resets them and the mesh back to their original state.
153 |
154 | ## Sprite Skin Component
155 |
156 | The **Sprite Skin** component is needed for the bones to deform the Sprite mesh in the Scene.
157 | 
158 |
159 | 1. Drag and drop the Sprite Asset onto the Scene after its bones, geometry, and weights have been are set-up in the **Sprite Editor**.
160 | 2. Add the **Sprite Skin** component to the Sprite.
161 | 3. Click **Create Bones** to generate the bone hierarchy of the Sprite in the Scene.
162 |
163 | 
164 |
165 | Select and hold a bone to pivot it around its head and deform the Sprite's mesh directly in the Scene to begin animating it.
166 |
167 | 
168 |
169 | *Shift+click* to select multiple bones at once. Moving selected bones together deforms the mesh across all of them.
170 |
171 | 
172 |
173 | Bones that are not directly chained together can also be selected and moved together. Areas of the mesh influenced by the *unselected* bones are not deformed.
174 |
175 | 
176 |
177 |
178 | Select and hold the head of a bone to detach it from the previous bone in the chain, the mesh will deform accordingly.
179 |
180 | 
181 |
182 | Use the standard **Transform** tools to deform the Sprite's geometry mesh for greater precision. Note that the **Rect Transform** tool *cannot* be used to transform the bone gizmos.
183 |
184 | 
185 |
186 |
--------------------------------------------------------------------------------
/Third-Party Notices.md:
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1 | This asset is governed by the Asset Store EULA; however, the following components are governed by the licenses indicated below:
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3 | A. Roboto
4 |
5 | Copyright Google 2004
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7 | Apache 2.0
8 |
9 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
10 |
11 | 1. Definitions.
12 |
13 | "License" shall mean the terms and conditions for use, reproduction,
14 | and distribution as defined by Sections 1 through 9 of this document.
15 |
16 | "Licensor" shall mean the copyright owner or entity authorized by
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/Documentation/2DIK.md:
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1 | # 2D Inverse Kinematics (IK)
2 |
3 | # Overview
4 |
5 | The 2D [Inverse Kinematics](https://docs.unity3d.com/Manual/InverseKinematics.html) (IK) package allows you to apply **2D IK** to the bones and Transforms of your characters’ animation skeletons. . 2D IK automatically calculates for the positions and rotations of the a chain of bones moving towards a target position. This makes it easier to pose and animate character limbs for animation, or to manipulate a skeleton in real-time, as manually keyframing the chain of bones is not required.
6 |
7 | # Workflow
8 |
9 | The following workflow continues from the [2D Animation](https://docs.unity3d.com/Packages/com.unity.2d.animation@2.0/manual/index.html) workflow, and demonstrates how to apply **2D IK** to your character skeletons.
10 |
11 | 1. Refer to the hierarchy of bones created with the [Bone Editor](https://github.com/Unity-Technologies/2d-animation-samples/blob/master/Documentation/2DAnimation.md#BoneEditor) (refer to documentation on [2D Animation](https://github.com/Unity-Technologies/2d-animation-samples/blob/master/Documentation/2DAnimation.md) for further information).
12 |
13 |
14 | 2. Add the [IK Manager 2D](#IKManager) component to the GameObject at the top of the hierarchy. This is usually the main root bone of the entire character skeleton.
15 |
16 |
17 | 3. Add to the [IK Solvers](#IKSolvers) list by selecting which type of **IK Solver** to use. The IK Solvers are also added as additional GameObjects in the hierarchy.
18 |
19 |
20 | 4. With an **IK Solver** selected, select its **Effector** bone/Transform . Create or set a [Target](#target) for the IK Solver.
21 |
22 |
23 | 5. Position bones by moving the **Target.** Transforms to move the chain of bones with IK applied.
24 |
25 | # IK Solvers
26 |
27 | The **IK Solver** calculates the position and rotation the Effector and its connected bones should take to achieve their Target position. Each type of **IK Solver** has its own algorithm that makes them better suited to different kinds of conditions.
28 |
29 | The following are properties are available to all Solvers:
30 |
31 |
32 |
33 | | Property |
34 | Description |
35 |
36 |
37 | | Effector |
38 | Define the bone or Transform the IK Solver solves for. |
39 |
40 |
41 | | Target |
42 | The Transform which is used to indicate the desired position for the Effector.. |
43 |
44 |
45 | | Constrain Rotation |
46 | This constrains the rotation of the Effector to the rotation of the Target. |
47 |
48 |
49 | | Restore Default Pose |
50 | Enable to restore the bones to their original positions before 2D IK is applied. Disable to apply 2D IK in relation to the Effector’s current position and rotation. |
51 |
52 |
53 | | Weight |
54 | Use the slider to adjust the degree the IK Solver’s solution affects the original Transform positions. At the lowest value of 0, the IK solution is ignored. At the maximum value of 1 the IK solution is fully applied. This value is further influenced by the IK Manager's master Weight setting. |
55 |
56 |
57 | | The following properties are only available to Chain (CCD) and Chain (FABRIK) |
58 | - |
59 |
60 |
61 | | Chain Length |
62 | The number of bones/Transforms (starting from the Effector) in the chain that the IK solution is applied to. |
63 |
64 |
65 | | Iterations |
66 | The number of times the algorithm runs. |
67 |
68 |
69 | | Tolerance |
70 | The threshold where the Target is considered to have reached its destination position, and when the IK Solver stops iterating. |
71 |
72 |
73 |
74 | # IK Manager 2D
75 |
76 | The **IK Manager 2D** component controls the **IK Solvers** in the hierarchy. Add the Manager component to the highest bone in the hierarchy, commonly referred to as the *Root* bone.
77 |
78 | 1. In this example, add the component to *PlunkahG* as it is the *Root* bone in the hierarchy
79 | 
80 |
81 |
82 | 2. To add an IK Solver, click the + symbol at the bottom right of the *IK Solvers* list (see below).
83 | 
84 |
85 |
86 | 3. A drop-down menu then appears with three options - **Chain (CCD)**, **Chain (FABRIK)**, and **Limb**. Each type of [IK Solver](#IKSolvers) uses a different algorithm to solve for the position of Effectors.
87 | 
88 |
89 | **IK Solvers** are iterated in descending order, with Solvers lower in the list referring to the positions set by the Solvers higher in the list. The order of Solvers usually reflects the order of bones/Transforms in the skeleton hierarchy.
90 |
91 | For example, if the arm bone is the child of the torso bone, then the torso's IK Solver should be set above the arm’s Solver in the list. Rearrange the Solvers by dragging the leftmost edge of a row up or down.
92 |
93 | ## Weight
94 |
95 | Weight measures the degree that a Solver’s solution affects the positions of the bones/Transforms in the chain. The **IK Manager 2D** has a master Weight property that affects all Solvers it controls. It is applied in addition to the Solver’s individual Weight settings.
96 |
97 | ## Restore Default Pose
98 |
99 | Click this to reset all bones and Transforms back to their original positions.
100 |
101 | ## Limb
102 |
103 | This is a standard two bone Solver that is ideal for posing joints such as arms and legs. This Solver’s chain length is fixed to three bones - starting from the Effector bone/Transform and including up to two additional bones in its chain.
104 |
105 | ## Chain (CCD) - Cyclic Coordinate Descent
106 |
107 | This IK Solver uses the *Cyclic Coordinate Descent* algorithm,which gradually becomes more accurate the more times thealgorithm is run. The Solver stops running once the set [tolerance](#tolerance) or [number of iterations](#runs) is reached.
108 |
109 | The following property is only available to the **Chain (CCD) IK Solver**:
110 |
111 |
112 |
113 | | Property |
114 | Description |
115 |
116 |
117 | | Velocity |
118 | The speed the IK algorithm is applied to the Effector until it reaches its destination. |
119 |
120 |
121 |
122 |
123 |
124 | ## Chain (FABRIK) - Forward And Backward Reaching Inverse Kinematics
125 |
126 | This **IK Solver** uses the *Forward And Backward Reaching Inverse Kinematics* (FABRIK) algorithm. It is similar to **Chain (CCD)** as its solution becomes more accurate the more times its algorithm is run. The Solver stops running once the set [tolerance](#tolerance) or [number of iterations](#runs) is reached.
127 |
128 | The **Chain (FABRIK)** Solver generally takes less iterations to reach the **Target's** destination compared to **Chain (CCD)**, but is slower per iteration if rotation limits are applied to the chain. This Solver is able to adapt quickly to if the bones are manipulated in real-time to different positions.
129 |
130 | # Create a Target
131 |
132 | After creating an **IK Solver**, the next step is to set the **Effector** bone/Transform and its **Target**. A **Target** is a Transform that represents the target position the Effector attempts to reach. As the Effector moves towards the Target position, the IK Solver calculates for the position and rotation of the Effector and the chain of bones it is connected to.
133 |
134 | Follow the steps below to set a **Target**:
135 |
136 | 1. Select the last bone in the chain.
137 | 
138 |
139 |
140 | 2. Create an empty **Transform** (right-click > Create Empty). It is automatically created as a child of the highlighted bone.
141 |
142 |
143 | 3. Move the position of the Transform to the tip of the last bone in the chain.
144 | 
145 |
146 |
147 | 4. Select the **IK Solver.** With its Inspector window open, drag the Transform from the hierarchy onto the **Effector** field
148 | 
149 |
150 |
151 | 5. Click the **Create Target** button. A Target is created at the Transform's position.
152 | 
153 |
154 | If the **Create Target** button appears inactive, ensure that the [Chain Length](#ChainL) value is set to one or greater.
155 |
156 | 6. The Target is created as a child of the IK Solver. It appears as a circle gizmo in the Scene view. Move the **Target** to manipulate the connected chain of bones.
157 | 
158 |
159 | # Scripting API Reference
160 |
161 | ## Adding New Solvers
162 |
163 | You can add your own solver by extending from the class **Solver2D**. Your extended class will then show up as a new solver under the solver menu in the **IKManager2D** component.
164 |
165 | ### Solver2D
166 |
167 | This is the base class for all IK Solvers in this package. **IKManager2D** will detect all classes extending this and accept it as a Solver it can control. Implement or override the following methods to create your own IK Solver:
168 |
169 | - protected abstract int GetChainCount()
170 |
171 | This function returns the number of IK chains the solver owns. Use this to return the number of IK chains your solver owns.
172 |
173 | - public abstract IKChain2D GetChain(int index)
174 |
175 | This function returns the IKChain2D at the given index. Use this to return the IKChain2D your solver owns at the given index.
176 |
177 | - protected virtual bool DoValidate()
178 |
179 | This function does validation for all parameters passed into the solver. Use this to check if your solver is set up correctly with all inputs.
180 |
181 | - protected virtual void DoInitialize()
182 |
183 | This function initializes the solver and builds the IK chains owned by the solver. This is called whenever the solver is invalid after changing the target of the solver or other parameters of the solver. Use this to do initialize all the data from the parameters given to the solver, such as the IK chains owned by the solver.
184 |
185 | - protected virtual void DoPrepare()
186 |
187 | This function prepares and converts the information of the Transforms (position, rotation, IK parameters etc) to structures which can be used by the IK algorithms. Use this to do any work to gather data used by your solver when updating the IK positions.
188 |
189 | - protected abstract void DoUpdateIK(List effectorPositions)
190 |
191 | This function calculates and sets the desired IK positions for the Transforms controlled by the solver given a list of effector positions for each chain owned by the solver. The effector positions may be overridden by user positions if manipulated from the SceneView.
192 |
193 | - protected virtual Transform GetPlaneRootTransform()
194 |
195 | This function returns the transform whose localspace XY plane is used to perform IK calculations. Use this to define the Transform used.
196 |
197 | ### IKChain2D
198 |
199 | This is the class which stores the transforms involved in an IK chain. When a chain is set up with a target and a transform count, initializing the Solver will populate the chain with the right transforms if valid.
200 |
201 | - Target - The transform to perform IK on to reach a desired position.
202 | - Effector - The transform which is used as the desired position for the target.
203 | - TransformCount - The number of transforms involved in the IK solution starting from the target. This is generally equivalent to ChainLength in solvers.
204 | - Transforms - All transforms involved in the chain. In general, the last transform in this is the target transform and the first transform is considered the root transform for the chain.
205 | - Lengths - The lengths between each transform in the chain.
206 |
207 | ### Solver2DMenu
208 |
209 | This attribute allows you to tag your Solver2D with a different name under the IKManager2D. Use this if you do not want to use the name of the class of the Solver2D.
210 |
211 | Example for LimbSolver2D:[Solver2DMenuAttribute("Limb")]
212 |
--------------------------------------------------------------------------------
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