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Difference between revisions of "UE3:SkelControlTrail (UDK)"

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m (1 revision: class descriptions for UDK January update (part 5))
 
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Latest revision as of 05:48, 17 January 2010

UDK Object >> AnimObject >> SkelControlBase >> SkelControlTrail
Package: 
Engine
This class in other games:
UT3

Allows a chain of bones to 'trail' behind its head.

Properties[edit]

Property group 'Trail'[edit]

bActorSpaceFakeVel[edit]

Type: bool

Whether 'fake' velocity should be applied in actor or world space.

bInvertChainBoneAxis[edit]

Type: bool

Invert the direction specified in ChainBoneAxis.

bLimitStretch[edit]

Type: bool

Limit the amount that a bone can stretch from its ref-pose length.

ChainBoneAxis[edit]

Type: Object.EAxis

Axis of the bones to point along trail.

Default value: AXIS_X

ChainLength[edit]

Type: int

Number of bones above the active one in the hierarchy to modify.

Default value: 2

FakeVelocity[edit]

Type: Object.Vector

'Fake' velocity applied to bones.

StretchLimit[edit]

Type: float

If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose.

TrailRelaxation[edit]

Type: float

How quickly we 'relax' the bones to their animated positions.

Default value: 10.0

Internal variables[edit]

bHadValidStrength[edit]

Type: bool

Did we have a non-zero ControlStrength last frame.

OldLocalToWorld[edit]

Type: Object.Matrix

Modifiers: transient

LocalToWorld used last frame, used for building transform between frames.

ThisTimstep[edit]

Type: float

Internal use - we need the timestep to do the relaxation in CalculateNewBoneTransforms.

TrailBoneLocations[edit]

Type: array<Object.Vector>

Modifiers: transient

Component-space locations of the bones from last frame. Each frame these are moved towards their 'animated' locations.