Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Animator.SetIKRotation

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public method SetIKRotation(goal: AvatarIKGoal, goalRotation: Quaternion): void;
public void SetIKRotation(AvatarIKGoal goal, Quaternion goalRotation);

Parameters

goal The AvatarIKGoal that is set.
goalRotation The rotation in world space.

Description

Sets the rotation of an IK goal.

An IK goal is a target position and rotation for a specific body part. Unity can calculate how to move the part toward the target from the starting point (ie, the current position and rotation obtained from the animation).

This function sets the rotation of the ultimate goal in world space; the actual rotation where the body part ends up is also influenced by a weight parameter that specifies how far between the start and the goal the IK should aim (a value in the range 0..1).

var objToAimAt: Transform;

private var animator: Animator;

function Start() { animator = GetComponent.<Animator>(); }

function OnAnimatorIK(layerIndex: int) { var handRotation = Quaternion.LookRotation(objToAimAt.position - transform.position); animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1.0); animator.SetIKRotation(AvatarIKGoal.RightHand, handRotation); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform objToAimAt; private Animator animator; void Start() { animator = GetComponent<Animator>(); } void OnAnimatorIK(int layerIndex) { Quaternion handRotation = Quaternion.LookRotation(objToAimAt.position - transform.position); animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1.0F); animator.SetIKRotation(AvatarIKGoal.RightHand, handRotation); } }

Did you find this page useful? Please give it a rating: