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UE3:MorphNodeWeightByBoneAngle (UDK)

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UDK Object >> AnimObject >> MorphNodeBase >> MorphNodeWeightBase >> MorphNodeWeightByBoneAngle
Package: 
Engine


Properties[edit]

Property group 'AngleBone'[edit]

AngleBoneAxis[edit]

Type: Object.EAxis

Axis to use on Angle Bone, X, Y or Z

Default value: AXIS_X

AngleBoneName[edit]

Type: name

Angle bone name

bInvertAngleBoneAxis[edit]

Type: bool

Should the Angle bone axis be inverted?

Property group 'BaseBone'[edit]

BaseBoneAxis[edit]

Type: Object.EAxis

Axis to use on Base Bone, X, Y or Z

Default value: AXIS_X

BaseBoneName[edit]

Type: name

Base Bone Name

bInvertBaseBoneAxis[edit]

Type: bool

Should the Angle bone axis be inverted?

Property group 'Material'[edit]

bControlMaterialParameter[edit]

Type: bool


MaterialSlotId[edit]

Type: int


ScalarParameterName[edit]

Type: name


Property group 'MorphNodeWeightByBoneAngle'[edit]

WeightArray[edit]

Type: array<BoneAngleMorph>

Array of points translating angles into morph weights

Default value, index 0:

Member Value
TargetWeight 0.0

Default value, index 1:

Member Value
Angle 180.0

Internal variables[edit]

Angle[edit]

Type: float

Modifiers: const, transient

This node gets the shortest angle between 2 bones (0d to 180d), and translates that into a weight scaling morph targets using used defined values.

MaterialInstanceConstant[edit]

Type: MaterialInstanceConstant

Modifiers: transient


NodeWeight[edit]

Type: float

Modifiers: const, transient


Default values[edit]

Property Value
NodeConns[0]
Member Value
ConnName 'In'

Structs[edit]

BoneAngleMorph[edit]

Modifiers: native

Structure defining Angle to Morph weight correspondance

float Angle 
float TargetWeight 

Default values:

Property Value
TargetWeight 1.0