NWH Vehicle Physics 2
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    Class RiggingModule

    Animates rigged vehicle models by moving their bones procedurally.

    Inheritance
    object
    VehicleComponent
    RiggingModule
    Inherited Members
    VehicleComponent.state
    VehicleComponent.vehicleController
    VehicleComponent.IsActive
    VehicleComponent.VC_Initialize(VehicleController)
    VehicleComponent.VC_FixedUpdate(float)
    VehicleComponent.VC_SetDefaults()
    VehicleComponent.VC_LoadStateFromStateSettings()
    VehicleComponent.VC_Enable(bool)
    VehicleComponent.VC_Disable(bool)
    VehicleComponent.VC_DrawGizmos()
    VehicleComponent.VC_Validate(VehicleController)
    VehicleComponent.UpdateLOD()
    VehicleComponent.ToggleState()
    Namespace: NWH.VehiclePhysics2.Modules.Rigging
    Assembly: NWH.VehiclePhysics2.dll
    Syntax
    [Serializable]
    public class RiggingModule : VehicleComponent
    Remarks

    Drives bone transforms from the physics state each frame: control arms, axles and driveshafts, tie rods, shock bodies. Each entry in bones is one animated element, with its own transform, target transform or pair of targets, and LookAt and stretch options. See https://nwhcoding.com/VehiclePhysics/manual/RiggingModule.html

    Fields

    bones

    List of bones to be animated by the rigging system.

    Declaration
    public List<Bone> bones
    Field Value
    Type Description
    List<Bone>

    Methods

    VC_Initialize()

    Initializes all bones in the rigging system.

    Declaration
    protected override void VC_Initialize()
    Overrides
    VehicleComponent.VC_Initialize()
    Remarks

    Each bone caches its authored distance and scale here; stretching is measured against it.

    VC_Update(float)

    Updates all bone transforms based on their target positions.

    Declaration
    public override void VC_Update(float DeltaTime)
    Parameters
    Type Name Description
    float DeltaTime

    Frame delta time in seconds.

    Overrides
    VehicleComponent.VC_Update(float)
    Remarks

    Per bone: move to the target position (or the midpoint of two, for a double-sided bone), apply the LookAt rotation if enabled, then stretch to the target distance. The vehicle up vector is passed in so the roll reference follows the body.

    See Also

    Bone
    ModuleManager
    VehicleController
    WheelComponent
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