Gah - a solution with more questions. – EntropicLqd
Difference between revisions of "UE3:SkelControlLimb (UT3)"
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'''Default value:''' {{tl|EAxis||Object|AXIS_Y}} | '''Default value:''' {{tl|EAxis||Object|AXIS_Y}} | ||
+ | |||
+ | ===Property group 'SkelControlLimb'=== | ||
+ | ====bAllowStretching==== | ||
+ | '''Type:''' [[bool]] | ||
+ | |||
+ | Is Limb allowed to stretch to reach its target? | ||
+ | |||
+ | ====StretchLimits==== | ||
+ | '''Type:''' {{tl|Vector2D|Object|structs}} | ||
+ | |||
+ | 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:''' | ||
+ | {| class="list defaults" | ||
+ | ! {{tl|Vector2D||Object structs|Member}} | ||
+ | ! Value | ||
+ | |- | ||
+ | | X | ||
+ | | 0.71 | ||
+ | |- | ||
+ | | Y | ||
+ | | 1.2 | ||
+ | |} | ||
+ | |||
+ | ====StretchRollBoneName==== | ||
+ | '''Type:''' [[name]] | ||
+ | |||
+ | Name of Roll Bone to stretch as well. |
Latest revision as of 02:40, 16 August 2009
Object >> SkelControlBase >> SkelControlLimb |
- Package:
- Engine
- Direct subclass:
- SkelControlFootPlacement
- This class in other games:
- UDK
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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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.
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.