using UnityEngine; using System.Collections; using RootMotion.FinalIK; namespace RootMotion.Demos { /// /// Bend goal for FullBodyBipedIK. /// public class FBIKBendGoal: MonoBehaviour { public FullBodyBipedIK ik; // Refernce to the FBBIK component public FullBodyBipedChain chain; // Which limb is this bend goal for? public float weight; // Bend goal weight void Start() { Debug.Log("FBIKBendGoal is deprecated, you can now a bend goal from the custom inspector of the FullBodyBipedIK component."); } void Update() { if (ik == null) return; ik.solver.GetBendConstraint(chain).bendGoal = transform; ik.solver.GetBendConstraint(chain).weight = weight; } } }