Gah - a solution with more questions. – EntropicLqd
UE3:SkelControlTrail (UT3)
Object >> SkelControlBase >> SkelControlTrail |
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Allows a chain of bones to 'trail' behind its head.
Properties[edit]
Property group 'Trail'[edit]
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
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.
ThisTimstep[edit]
Type: float
Internal use - we need the timestep to do the relaxation in CalculateNewBoneTransforms.
TrailBoneLocations[edit]
Type: array<Object.Vector>
Modifiers: transient
World-space locations of the bones. Each frame these are moved towards their 'animated' locations.