Enum defining how a target rig bone receives motion: Animated (receives retargeted channels), ConstraintDriven (driven by runtime AnimConstraints, not exported), and IkBaked (IK helper bones that require baked channels).
#nullable enable annotations
namespace HumanoidRetargeter.Core.Target;
/// <summary>
/// How each s&box target-rig bone receives motion (design doc §3).
/// </summary>
public enum BoneClass
{
/// <summary>
/// Receives retargeted animation channels directly (pelvis, spine, limbs, fingers, ...).
/// </summary>
Animated,
/// <summary>
/// Driven by vmdl AnimConstraints at runtime — never export channels for these
/// (twist bones, elbow/knee helpers, neck_clothing).
/// </summary>
ConstraintDriven,
/// <summary>
/// IK helper bones the default animgraph expects real baked channels for
/// (root_IK, IK targets/attaches, ikrule bones, aim_matrix bones, hold bones).
/// </summary>
IkBaked,
}