# Public Methods

## Public Methods

### PoseBlenderLite Methods

* ***SetLookOffsets(float vertical, float horizontal, float leaning)***\
  \
  Sets the look offsets for vertical, horizontal, and leaning angles, clamping each to the range –90 to 90 degrees.\
  \
  Example:\
  \
  \&#xNAN;*poseBlenderLite.SetLookOffsets(30f, 15f, 5f);*<br>
* ***ResetCharacter():***\
  \
  Resets the character configuration by clearing the animation root and animator references, marking the component as uninitialized.\
  \
  Example:\
  \
  \&#xNAN;*poseBlenderLite.ResetCharacter();*<br>
* ***GetRoot():***\
  \
  Searches among the child transforms for one named "Root" or "root" and returns it. Returns null if no matching transform is found.\
  Example:\
  \
  \&#xNAN;*Transform root = poseBlenderLite.GetRoot();*<br>
* ***AutoSetupCharacter():***\
  \
  Automatically configures the character by assigning the animation root (if not set) and retrieving the Animator component from the GameObject. Marks the component as initialized if successful.\
  \
  Example:\
  \
  \&#xNAN;*poseBlenderLite.AutoSetupCharacter();*

### **IKController Methods**

* **SetMasterWeight(float weight)**

Sets the overall master IK weight, clamped between 0 and 1. This weight scales the influence of all IK constraints.

Example:

ikController.SetMasterWeight(0.75f);

* **SetLayerWeightByName(string layerName, float blendWeight)**

Finds the IK constraint with the specified name and sets both its position and rotation weights to the given blend weight.

Example:

ikController.SetLayerWeightByName("Left Hand", 0.8f)<br>

* **SetLayerWeightByName(string layerName, float positionBlendWeight, float rotationBlendWeight)**

Finds the IK constraint with the specified name and sets its position and rotation weights independently.

Example:

ikController.SetLayerWeightByName("Right Hand", 0.8f, 0.6f);

<br>
