The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall

UE1:RSkeletalMeshEx

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 03:53, 23 June 2008 by Raven (Talk | contribs) (New page: __TOC__ ==About== I've wrote extended skeletal animation support. Features: * returns bone details (position, orientation, etc) * returns whenever bone exists or not * returns number of ...)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

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


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)

Changelog

  • 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