Where the base of the chain is pinned when fixedBase is set.
How far the first bone may swing anticlockwise of the baseline, in [0, PI].
The baseline direction, in the space named by baseboneConstraintType. Unit length.
How far the first bone may swing clockwise of the baseline, in [0, PI].
How the first bone is held; see BaseboneConstraintType.
baseboneAxis in world space. Equal to it for GLOBAL_ABSOLUTE; resolved by solveStructure otherwise.
The bones, base first and end effector last.
Neighbours share a point - bone i's end is bone i + 1's start - and the solver keeps it
that way, so moving one moves the other.
The target this chain solves for inside a Structure2 when useEmbeddedTarget is set.
Whether backward pins the base to base. Clear it to let the whole chain drift. Forced on for a chain connected in a structure.
The sum of every bone length - the chain's reach. Maintained by addBone.
The most iterations solve will run.
How still an iteration must be before solve treats the chain as stuck.
Only consulted on an iteration that fails to beat the best distance so far, and compared against the previous iteration rather than the best - so a solve that is slowly getting worse runs its full budget. That is deliberate: FABRIK often worsens before it improves, and every stricter rule tried here bought fewer iterations at a disproportionate cost in final pose.
The distance from the effector to the target after the last solve.
solve stops as soon as the effector is this close to the target.
Whether this chain solves for its own embeddedTarget instead of the target passed to
solveStructure. Ignored outside a Structure2.
A chain of bones, from the base (index 0) to the end effector (the last bone's
end).Allocate one with createChain2, fill it with addBone or addConsecutiveBone, then solve it every frame.
bones[0].jointis unused - the first bone is governed by the chain's basebone fields instead, so a joint's fields never change meaning with its index.