Always snap to grid
UE3:SkelControlTrail (UDK)
Object >> AnimObject >> SkelControlBase >> SkelControlTrail |
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Allows a chain of bones to 'trail' behind its head.
Properties
Property group 'Trail'
bActorSpaceFakeVel
Type: bool
Whether 'fake' velocity should be applied in actor or world space.
bInvertChainBoneAxis
Type: bool
Invert the direction specified in ChainBoneAxis.
bLimitStretch
Type: bool
Limit the amount that a bone can stretch from its ref-pose length.
ChainBoneAxis
Type: Object.EAxis
Axis of the bones to point along trail.
Default value: AXIS_X
ChainLength
Type: int
Number of bones above the active one in the hierarchy to modify.
Default value: 2
FakeVelocity
Type: Object.Vector
'Fake' velocity applied to bones.
StretchLimit
Type: float
If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose.
TrailRelaxation
Type: float
How quickly we 'relax' the bones to their animated positions.
Default value: 10.0
Internal variables
bHadValidStrength
Type: bool
Did we have a non-zero ControlStrength last frame.
OldLocalToWorld
Type: Object.Matrix
Modifiers: transient
LocalToWorld used last frame, used for building transform between frames.
ThisTimstep
Type: float
Internal use - we need the timestep to do the relaxation in CalculateNewBoneTransforms.
TrailBoneLocations
Type: array<Object.Vector>
Modifiers: transient
Component-space locations of the bones from last frame. Each frame these are moved towards their 'animated' locations.