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UE3:SkelControl_CCD_IK (UDK)

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UDK Object >> AnimObject >> SkelControlBase >> SkelControl_CCD_IK
Package: 
Engine

CCD IK or "Cyclic-Coordinate Descent Inverse kinematics"

Properties

Property group 'CCD'

AngleConstraint

Type: array<float>

Modifiers: const

Joint Angle Constraint

bNoTurnOptimization

Type: bool

if TRUE, skip update when turn is negligible.

bStartFromTail

Type: bool

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

MaxAngleSteps

Type: float

Max Angle Steps

Default value: 0.4

MaxPerBoneIterations

Type: int

Loop MaxPerBoneIterations per bone in the chain.

Default value: 3

NumBones

Type: int

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

Default value: 2

Precision

Type: float

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

Default value: 0.1

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.

EffectorTranslationFromBone

Type: Object.Vector

Translation from bone

Internal variables

IterationsCount

Type: int

Modifiers: const

Iterations count for last render. Read only.