pub struct Ik {
pub name: String,
pub order: u32,
pub skin: bool,
pub bones: Vec<usize>,
pub target: usize,
pub mix: f32,
pub softness: f32,
pub bend_positive: bool,
pub compress: bool,
pub stretch: bool,
pub uniform: bool,
}Fields§
§name: StringThe constraint name. This is unique for the skeleton.
order: u32The ordinal for the order constraints are applied.
skin: boolskin: If true, the constraint is only applied when the active skin has the constraint. Assume false if omitted.
bones: Vec<usize>A list of 1 or 2 bone names whose rotation will be controlled by the constraint.
target: usizeThe target bone.
mix: f32mix: A value from 0 to 1 indicating the influence the constraint has on the bones, where 0 means only FK, 1 means only IK, and between is a mix of FK and IK. Assume 1 if omitted.
softness: f32softness: A value for two bone IK, the distance from the maximum reach of the bones that rotation will slow. Assume 0 if omitted.
bend_positive: boolbendPositive: If true, the bones will bend in the positive rotation direction. Assume false if omitted.
compress: boolcompress: If true, and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. Assume false if omitted.
stretch: boolstretch: If true, and if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained and the parent bone has local nonuniform scale, stretch is not applied. Assume false if omitted.
uniform: booluniform: If true, and only a single bone is being constrained, and compress or stretch is used, the bone is scaled on both the X and Y axes. Assume false if omitted.