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UE3:SkelControlLimb (UT3)

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

null

Properties

Property group 'Effector'

EffectorLocation

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

Type: SkelControlBase.EBoneControlSpace

Reference frame that the DesiredLocation is defined in.

EffectorSpaceBoneName

Type: name

Name of bone used if DesiredLocationSpace is BCS_OtherBoneSpace.

Property group 'Joint'

JointTargetLocation

Type: Object.Vector

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

JointTargetLocationSpace

Type: SkelControlBase.EBoneControlSpace

Reference frame in which JointTargetLocation is defined.

JointTargetSpaceBoneName

Type: name

Name of bone used if JointTargetLocationSpace is BCS_OtherBoneSpace.

Property group 'Limb'

bInvertBoneAxis

Type: bool

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

bInvertJointAxis

Type: bool

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

bMaintainEffectorRelRot

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

Type: Object.EAxis

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

Default value: AXIS_X

bTakeRotationFromEffectorSpace

Type: bool

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

JointAxis

Type: Object.EAxis

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

Default value: AXIS_Y

Property group 'SkelControlLimb'

bAllowStretching

Type: bool

Is Limb allowed to stretch to reach its target?

StretchLimits

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

Type: name

Name of Roll Bone to stretch as well.