A looping whole-body action - working at something, or boxing - replayed from the pure pose model in action.js | |
A complete arm with upper arm, lower arm, and hand | |
Base component for character body parts | |
Groups multiple body parts together as an invisible container | |
A fully animated 3D humanoid character with modular body parts | |
Third-person camera that follows a Character | |
Player input controller for Character movement | |
Four fingers and a thumb on the end of an Arm | |
A body-part box that draws a face into its own front surface | |
Boxing: a bladed stance, a guard, and alternating straights | |
A foot body part with extended toe shape | |
How a character walks and runs: a named preset, thirteen factors, or both | |
One locomotion cycle: two mirrored steps over a table that gait.js derives from a base (walk or run) and a factor vector | |
Where the eyes point inside a head that is aiming itself | |
Held poses - pointing, presenting, thumbs up, gesticulation and look-at - for one character | |
A whole hand in a single box, or the palm under a DetailedHand | |
A complete head with facial features and expressions | |
EulerAnim for the head, which does not own its own rotation | |
Resting pose: what a body holds when no activity and no gesture is driving it | |
A complete leg with upper leg, lower leg, and foot | |
What a character does while somebody else is talking | |
Martial-arts move set: fourteen moves, from the neutral stance to a knockdown and back up off the floor | |
A loadable set of named moves, played onto one Character | |
AI controller for character patrol behavior | |
Plays a performance script - speech and stage directions in one string - against a character | |
Run: GaitCycleAnim over the run base - the classic high knees, pumping arms and forward lean, at nearly twice the cadence | |
Voice output with approximate lip-sync for characters | |
Working at something - a desk, a table, a workbench | |
Walk: GaitCycleAnim over the walk base |