Gah - a solution with more questions. – EntropicLqd
UE3:SkelControl_CCD_IK (UDK)
Object >> AnimObject >> SkelControlBase >> SkelControl_CCD_IK |
- Package:
- Engine
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CCD IK or "Cyclic-Coordinate Descent Inverse kinematics"
Properties
Property group 'CCD'
AngleConstraint
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.