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UE3:AnimNodeSynch (UDK)

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UDK Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeSynch
Package: 
Engine
This class in other games:
UT3

Animation Node used to synch childs. Would be typically used to synch several walk/run/crouch cycles together.

This node works by using the most relevant node in the final blend as the master node, to update all the others (slaves). This requires all cycles to be relatively synched (i.e. left foot is down on all cycles at 0.25% of the animation, regarless of its length).

Properties

Property group 'AnimNodeSynch'

Groups

Type: array<SynchGroup>

List of groups to synchronize

Default values

Property Value
bFixNumChildren True
Children[0]
Member Value
Name 'Input'
Weight 1.0

Structs

SynchGroup

Modifiers: native

definition of a group of AnimNodeSequence to synchronize together

array<AnimNodeSequence> SeqNodes 
Cached array of anim node sequence nodes to synchronize
AnimNodeSequence MasterNode 
Last master node used, do not search for a new one, if this one has a full weight...
name GroupName 
Name of group.
bool bFireSlaveNotifies 
If FALSE, do not trigger slave nodes notifies.
float RateScale 
Rate Scale

Default values:

Property Value
RateScale 1.0

Native functions

AddNodeToGroup

native final function AddNodeToGroup (AnimNodeSequence SeqNode, name GroupName)


ForceRelativePosition

native final function ForceRelativePosition (name GroupName, float RelativePosition)

Force a group at a relative position.

GetMasterNodeOfGroup

native final function AnimNodeSequence GetMasterNodeOfGroup (name GroupName)

Accesses the Master Node driving a given group

GetRelativePosition

native final function float GetRelativePosition (name GroupName)

Get the relative position of a group.

RemoveNodeFromGroup

native final function RemoveNodeFromGroup (AnimNodeSequence SeqNode, name GroupName)

Remove a node from an existing group

SetGroupRateScale

native final function SetGroupRateScale (name GroupName, float NewRateScale)

Adjust the Rate Scale of a group