| Vector3 get_position() | Public+1 flags | | 0x0C |
| void set_position(const Vector3& value) | Private+1 flags | | 0x0C |
| Quaternion get_rotation() | Public+1 flags | | 0x10 |
| void set_rotation(const Quaternion& value) | Private+1 flags | | 0x10 |
| bool get_hasToes() | Public+1 flags | | 0x01 |
| void set_hasToes(bool value) | Private+1 flags | | 0x01 |
| VirtualBone get_thigh() | Public+1 flags | | 0x08 |
| VirtualBone get_calf() | Private+1 flags | | 0x08 |
| VirtualBone get_toes() | Private+1 flags | | 0x08 |
| VirtualBone get_lastBone() | Public+1 flags | | 0x08 |
| Vector3 get_thighRelativeToPelvis() | Public+1 flags | | 0x0C |
| void set_thighRelativeToPelvis(const Vector3& value) | Private+1 flags | | 0x0C |
| Vector3 get_bendNormalRelToPelvis() | Public+1 flags | | 0x0C |
| void set_bendNormalRelToPelvis(const Vector3& value) | Public+1 flags | | 0x0C |
| Vector3 get_bendNormalRelToTarget() | Public+1 flags | | 0x0C |
| void set_bendNormalRelToTarget(const Vector3& value) | Public+1 flags | | 0x0C |
| void OnRead(const Vector3[]& positions, const Quaternion[]& rotations, bool hasChest, bool hasNeck, bool hasShoulders, bool hasToes, bool hasLegs, int rootIndex, int index) | 2 flags | | 0x08 |
| void PreSolve(float scale) | Public+1 flags | | 0x04 |
| void ApplyOffsets(float scale) | Public+1 flags | | 0x04 |
| void ApplyPositionOffset(const Vector3& offset, float weight) | Private | | 0x0C |
| void ApplyRotationOffset(const Quaternion& offset, float weight) | Private | | 0x10 |
| void Solve(bool stretch) | Public | | 0x01 |
| void FixTwistRotations() | Private | | 0x00 |
| void Stretching() | Private | | 0x00 |
| void Write(ref Vector3[]& solvedPositions, ref Quaternion[]& solvedRotations) | Public+1 flags | | 0x08 |
| void ResetOffsets() | Public+1 flags | | 0x00 |
| void .ctor() | Public+1 flags | | 0x00 |