Character Skeleton is used to store bone hierarchy and get bone references at runtime:
Skeleton is a list of all bone transforms.
Skeleton Bone Chains lists auto-generated bone chains for different parts of the body.
Tip: To update the hierarchy, click the “Update Skeleton” button and apply changes to the prefab.
This component is added to the root bone (e.g., root, armature, skeleton, etc.)m and it’s used by Animation Modifiers and Layered Blending to select bones in the editor.
This simple interface plays a crucial role in editor bone selection:KRigElement is a struct that has 2 fields:
name (string).
index (int).
depth (int).
It implements a custom drawer that tries to get a Rig Provider from the parent. For example, Procedural Animation Settings asset has a reference to the Character Prefab. When a bone is picked, it will try to get the Character Skeleton component and return the array of rig elements.