Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:SkelControl_CCD_IK (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 11:47, 6 November 2009 by (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UDK Object >> AnimObject >> SkelControlBase >> SkelControl_CCD_IK
Package: 
Engine

CCD IK or "Cyclic-Coordinate Descent Inverse kinematics"

Properties[edit]

Property group 'CCD'[edit]

AngleConstraint[edit]

Type: array<float>

Modifiers: const

Joint Angle Constraint

bNoTurnOptimization[edit]

Type: bool

if TRUE, skip update when turn is negligible.

bStartFromTail[edit]

Type: bool

By default CCD starts at end of chain and goes backwards. If TRUE, do the opposite.

MaxAngleSteps[edit]

Type: float

Max Angle Steps

Default value: 0.4

MaxPerBoneIterations[edit]

Type: int

Loop MaxPerBoneIterations per bone in the chain.

Default value: 3

NumBones[edit]

Type: int

Number of bones above the active one in the hierarchy to modify and apply CCD IK.

Default value: 2

Precision[edit]

Type: float

Error tolerance to consider IK Target reached, in squared units.

Default value: 0.1

Property group 'Effector'[edit]

EffectorLocation[edit]

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[edit]

Type: SkelControlBase.EBoneControlSpace

Reference frame that the DesiredLocation is defined in.

EffectorSpaceBoneName[edit]

Type: name

Name of bone used if DesiredLocationSpace is BCS_OtherBoneSpace.

EffectorTranslationFromBone[edit]

Type: Object.Vector

Translation from bone

Internal variables[edit]

IterationsCount[edit]

Type: int

Modifiers: const

Iterations count for last render. Read only.