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UE3:SkelControlLimb (UDK)

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UDK Object >> AnimObject >> SkelControlBase >> SkelControlLimb
Package: 
Engine
Direct subclass:
SkelControlFootPlacement
This class in other games:
UT3

null

Properties[edit]

Property group 'Effector'[edit]

EffectorLocation[edit]

Type: Object.Vector

Where you want the controlled bone to be. Will be placed as close as possible within the constraints of the limb.

EffectorLocationSpace[edit]

Type: SkelControlBase.EBoneControlSpace

Reference frame that the DesiredLocation is defined in.

EffectorSpaceBoneName[edit]

Type: name

Name of bone used if DesiredLocationSpace is BCS_OtherBoneSpace or BCS_BaseMeshSpace.

Property group 'Joint'[edit]

JointTargetLocation[edit]

Type: Object.Vector

Point in space where the joint should move towards as it bends.

JointTargetLocationSpace[edit]

Type: SkelControlBase.EBoneControlSpace

Reference frame in which JointTargetLocation is defined.

JointTargetSpaceBoneName[edit]

Type: name

Name of bone used if JointTargetLocationSpace is BCS_OtherBoneSpace.

Property group 'Limb'[edit]

bInvertBoneAxis[edit]

Type: bool

If we want to invert BoneAxis when constructing the transform for the bones.

bInvertJointAxis[edit]

Type: bool

If we want to invert JointAxis when constructing the transform for the bones.

bMaintainEffectorRelRot[edit]

Type: bool

If true, modify the relative rotation between the end 'effector' bone and its parent bone. If false, the rotation of the end bone will not be modified by this controller.

BoneAxis[edit]

Type: Object.EAxis

Axis of graphical bone to align along the length of the bone.

Default value: AXIS_X

bTakeRotationFromEffectorSpace[edit]

Type: bool

If true, rotation of effector bone is copied from the bone specified by EffectorSpaceBoneName.

JointAxis[edit]

Type: Object.EAxis

Axis of graphical bone to align along the hinge axis of the joint.

Default value: AXIS_Y

Property group 'SkelControlLimb'[edit]

bAllowStretching[edit]

Type: bool

Is Limb allowed to stretch to reach its target?

StretchLimits[edit]

Type: Object.Vector2D

Stretching limits. X represents the relative length of the limb at which it will start stretching. Y represents the maximum stretch factor allowed. For example (X=0.5,Y=2.f) will mean that the limb is allowed to stretch up to twice its length. And it will start stretching when shoulder to effector distance is half of the full arm length.

Default value:

Member Value
X 0.71
Y 1.2

StretchRollBoneName[edit]

Type: name

Name of Roll Bone to stretch as well.

Default values[edit]

Property Value
CategoryDesc "Limb"