My program doesn't have bugs. It just develops random features.

UE1:RSkeletalMeshEx

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About[edit]

I've wrote extended skeletal animation support. Features:

  • returns bone details (position, orientation, etc)
  • returns whenever bone exists or not
  • returns number of bones
  • returns bone name by index
  • implements AttachToBone function

RSkeletalMeshEx[edit]

This object holds all SkeletalMesh related functions.

Static functions[edit]

function GetBoneDetails[edit]

native static final function GetBoneDetails(SkeletalMesh SkeletalMesh, string BoneName, bool bNoRelative, out rotator Orientation, out vector Position, out float Length, out vector Size);

Returns bone details as output parameters

input parameters:

  • SkeletalMesh - skeletal mesh. Can look like: SkeletalMesh(Mesh)
  • string BoneName - bone name. Eg. "Bip01 R Finger1"
  • bool bNoRelative - if false, it'll also take all root bones position/orientation into account

output parameters

  • rotator Orientation - bone rotation
  • vector Position - bone position
  • float Length - bone lenght
  • vector Size - bone size


function GetBoneLocation[edit]

native static final function vector GetBoneLocation(SkeletalMesh SkeletalMesh, string BoneName, bool bNoRelative);

Returns bone position

input parameters:

  • SkeletalMesh - skeletal mesh. Can look like: SkeletalMesh(Mesh)
  • string BoneName - bone name. Eg. "Bip01 R Finger1"
  • bool bNoRelative - if false, it'll also take all root bones


function GetBoneRotation[edit]

native static final function rotator GetBoneRotation(SkeletalMesh SkeletalMesh, string BoneName, bool bNoRelative);

Returns bone orientation

input parameters:

  • SkeletalMesh - skeletal mesh. Can look like: SkeletalMesh(Mesh)
  • string BoneName - bone name. Eg. "Bip01 R Finger1"
  • bool bNoRelative - if false, it'll also take all root bones

function BoneExists[edit]

native static final function bool BoneExists(SkeletalMesh SkeletalMesh, string BoneName);

Returns whenever given bone exists or not

input parameters:

  • SkeletalMesh - skeletal mesh. Can look like: SkeletalMesh(Mesh)
  • string BoneName - bone name. Eg. "Bip01 R Finger1"

function GetNumBones[edit]

native static final function int GetNumBones(SkeletalMesh SkeletalMesh);

Returns number of bones in given skeletal mesh

input parameters:

  • SkeletalMesh - skeletal mesh. Can look like: SkeletalMesh(Mesh)


function GetBoneNameByIndex[edit]

native static final function name GetBoneNameByIndex(SkeletalMesh SkeletalMesh, int index);

Returns bone name

input parameters:

  • SkeletalMesh - skeletal mesh. Can look like: SkeletalMesh(Mesh)
  • int index - bone index (use GetNumBones to have list of all bones)

function GetBoneIndex[edit]

native static final function int GetBoneIndex(SkeletalMesh SkeletalMesh, string BoneName);

Returns bone index or -1 if bone can not be found.

input parameters:

  • SkeletalMesh - skeletal mesh. Can look like: SkeletalMesh(Mesh)
  • string BoneName - bone name. Eg. "Bip01 R Finger1"

function GetBoneLocationByIndex[edit]

native static final function vector GetBoneLocationByIndex(SkeletalMesh SkeletalMesh, int index, bool bNoRelative);

Returns bone position

input parameters:

  • SkeletalMesh - skeletal mesh. Can look like: SkeletalMesh(Mesh)
  • int index - bone index (use GetNumBones to have list of all bones)
  • bool bNoRelative - if false, it'll also take all root bones


function GetBoneRotationByIndex[edit]

native static final function rotator GetBoneRotationByIndex(SkeletalMesh SkeletalMesh, int index, bool bNoRelative);

Returns bone orientation

input parameters:

  • SkeletalMesh - skeletal mesh. Can look like: SkeletalMesh(Mesh)
  • int index - bone index (use GetNumBones to have list of all bones)
  • bool bNoRelative - if false, it'll also take all root bones


RSkeletalActor[edit]

This actor implements AttachToBone function.

Variables[edit]

  • bool bUpdateRotation - if true, rotation will also be updated
  • bool bDisableNativeUpdate - if true, native update will be disabled. In order to update location you'll have to yse UpdateAttached function.
  • rotator RotationOffset - rotation offset (relative to bone rotation)
  • vector LocationOffset - location offset (relative to bone location)

Functions[edit]

AttachToBone[edit]

native final function bool AttachToBone(Actor ABase , string Bone);

When called will attach itself into ABase bone.

input parameters:

  • Actor ABase - actor we'll be attached to
  • string BoneName - bone name. Eg. "Bip01 R Finger1"

UpdateAttached[edit]

native final function UpdateAttached();

Updates actor location (can be used only if bDisableNativeUpdate is true)

DetachFromBone[edit]

native final function DetachFromBone();

If called will detach itself from attached actor.

Native files (.h and .cpp)[edit]

  • ./inc
    • ARSkeletalActor.h - header file for ARSkeletalActor.cpp
    • RFunctions.h - header file for RFunctions.cpp
    • RSkeletalMeshEx.h - header file for all .cpp files
    • RSkeletalMeshExClasses.h - UCC generated header
  • ./src
    • ARSkeletalActor.cpp - implements AttachToBone functions
    • RFunctions.cpp - implements all conversion code and useful functions
    • RSkeletalMeshEx.cpp - implements linking UScript and C++
    • URSkeletalMeshEx.cpp - implements all skeletalmesh functions

Changelog[edit]

  • v 0.0.3
    • RSkeletalMeshEx has three new static functions (GetBoneIndex, GetBoneLocationByIndex, GetBoneRotationByIndex)
  • v 0.0.2
    • added native class RSkeletalActor which implements AttachToBone function
  • v 0.0.1 (first public release)
    • added function GetBoneRotation and GetBoneLocation

Download[edit]

As always source code is included in zip file.

link: RSkeletalMeshEx (~51kb)

Credits[edit]

  • Raven - whole code :)
  • Astyanax - quaternion to rotator function (found somewhere at BU)
  • Smirftsch - being patient to my noob C++ questions :P
  • .:..: - for help with AttachToBone update stuff