I'm a doctor, not a mechanic
UE3:SkelControlLimb (UT3)
Object >> SkelControlBase >> SkelControlLimb |
- Package:
- Engine
- Direct subclass:
- SkelControlFootPlacement
- This class in other games:
- UDK
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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