public enum GoalModeWhether a goal says where to be, or how far to move from where the animation put you.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
⚠ A decision rather than a variant, and it had to be here from the start. A recoil is an offset from the aim pose and an absolute goal would fight the aim; a secondary-motion or physics pass produces displacements and has no other way to reach the solver; an impact reaction has to compose with whatever else is running. Adding this later would mean every arbiter, every error metric and every piece of temporal state growing a second case, and IConstraintArbiter's blend rule being rewritten rather than extended — additive contributions sum where absolute ones average.
Fields and properties (2)
AbsoluteBe here.
AdditiveBe this far from wherever the animation put you.
Used by (11)
- ConstraintGizmosVixen.Animation
- ConstraintGoalVixen.Animation
- ConstraintStackVixen.Animation
- ConstraintTagRecordVixen.Animation
- ConstraintTestsVixen.Animation.Tests
- DefaultConstraintArbiterVixen.Animation
- RigidBodySolverVixen.Animation
- TypeRegistrationVixen.Animation
- Vixen_Animation_Constraints_ConstraintTagRecordSerializerVixen.Animation
- WeightedTestArbiterVixen.Animation.Tests
- ConstraintFieldAccessVixen.Editor.AssetEditors