Gah - a solution with more questions. – EntropicLqd
Difference between revisions of "UE1:RSkeletalMeshEx"
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* returns number of bones | * returns number of bones | ||
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==RSkeletalMeshEx static functions== | ==RSkeletalMeshEx static functions== |
Revision as of 08:25, 23 June 2008
Contents
About
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 static functions
function GetBoneDetails
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
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
[coden]ative static final function rotator GetBoneRotation(SkeletalMesh SkeletalMesh, string BoneName, bool bNoRelative);</uscript> 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
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
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
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)
RSkeletalActor
Variables
- 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)
Funstions
AttachToBone
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
native final function UpdateAttached();
Updates actor location (can be used only if bDisableNativeUpdate is true)
DetachFromBone
native final function DetachFromBone();
If called will detach itself from attached actor.
Changelog
- v 0.0.2
- added function RSkeletalActor which implements AttachToBone function
- v 0.0.1 (first public release)
- added function GetBoneRotation and GetBoneLocation
Download
As always source code is included in zip file.
link: RSkeletalMeshEx (~51kb)
Credits
- Raven - whole code :)
- Astyanax - quaternion to rotator function (found somewhere at BU)
- Smirftsch - being patient to my noob C++ questions :P