A class represents a humanoid of a VRM.

Constructors

  • Create a new VRMHumanoid.

    Parameters

    • humanBones: VRMHumanBones

      A VRMHumanBones contains all the bones of the new humanoid

    • Optional options: {
          autoUpdateHumanBones?: boolean;
      }
      • Optional autoUpdateHumanBones?: boolean

    Returns VRMHumanoid

Properties

_normalizedHumanBones: any

A normalized rig of the VRM.

_rawHumanBones: any

A raw rig of the VRM.

autoUpdateHumanBones: boolean

Whether it copies pose from normalizedHumanBones to rawHumanBones on update. true by default.

Default

true

Accessors

  • get normalizedHumanBonesRoot(): Object3D<Object3DEventMap>
  • The root of normalized VRMHumanBones.

    Returns Object3D<Object3DEventMap>

  • get normalizedRestPose(): VRMPose
  • A VRMPose of its normalized human bones that is its default state. Note that it's not compatible with setNormalizedPose and getNormalizedPose, since it contains non-relative values of each local transforms.

    Returns VRMPose

  • get rawRestPose(): VRMPose
  • A VRMPose of its raw human bones that is its default state. Note that it's not compatible with setRawPose and getRawPose, since it contains non-relative values of each local transforms.

    Returns VRMPose

Methods

  • Parameters

    Returns null | Object3D<Object3DEventMap>

    Deprecated

    Deprecated. Use either getRawBoneNode or getNormalizedBoneNode instead.

  • Return the current absolute pose of this normalized human bones as a VRMPose. Note that the output result will contain initial state of the VRM and not compatible between different models. You might want to use getNormalizedPose instead.

    Returns VRMPose

  • Return a normalized bone as a THREE.Object3D bound to a specified VRMHumanBoneName.

    Parameters

    Returns null | Object3D<Object3DEventMap>

  • Return the current pose of normalized human bones as a VRMPose.

    Each transform is a local transform relative from rest pose (T-pose).

    Returns VRMPose

  • Return the current absolute pose of this raw human bones as a VRMPose. Note that the output result will contain initial state of the VRM and not compatible between different models. You might want to use getRawPose instead.

    Returns VRMPose

  • Return a raw bone as a THREE.Object3D bound to a specified VRMHumanBoneName.

    Parameters

    Returns null | Object3D<Object3DEventMap>

  • Return the current pose of raw human bones as a VRMPose.

    Each transform is a local transform relative from rest pose (T-pose).

    Returns VRMPose

  • Reset the normalized humanoid to its rest pose.

    Returns void

  • Returns void

    Deprecated

    Deprecated. Use either resetRawPose or resetNormalizedPose instead.

  • Reset the raw humanoid to its rest pose.

    If you are using autoUpdateHumanBones, you might want to use resetNormalizedPose instead.

    Returns void

  • Let the normalized human bones do a specified pose.

    Each transform have to be a local transform relative from rest pose (T-pose). You can pass what you got from getNormalizedPose.

    Parameters

    Returns void

  • Parameters

    Returns void

    Deprecated

    Deprecated. Use either setRawPose or setNormalizedPose instead.

  • Let the raw human bones do a specified pose.

    Each transform have to be a local transform relative from rest pose (T-pose). You can pass what you got from getRawPose.

    If you are using autoUpdateHumanBones, you might want to use setNormalizedPose instead.

    Parameters

    Returns void

  • Update the humanoid component.

    If autoUpdateHumanBones is true, it transfers the pose of normalized human bones to raw human bones.

    Returns void

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