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Difference between revisions of "UE3:SkeletalMesh properties (UDK)"
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Latest revision as of 05:48, 17 January 2010
Object >> SkeletalMesh (properties) |
Contents
- 1 Properties
- 1.1 Property group 'Cloth'
- 1.1.1 bEnableClothBendConstraints
- 1.1.2 bEnableClothDamping
- 1.1.3 bEnableClothLineChecks
- 1.1.4 bEnableClothTearing
- 1.1.5 bEnableValidBounds
- 1.1.6 bHardStretchLimit
- 1.1.7 bLimitClothToAnimMesh
- 1.1.8 bUseClothCOMDamping
- 1.1.9 ClothBendStiffness
- 1.1.10 ClothBones
- 1.1.11 ClothDamping
- 1.1.12 ClothDensity
- 1.1.13 ClothFriction
- 1.1.14 ClothHierarchicalIterations
- 1.1.15 ClothHierarchyLevels
- 1.1.16 ClothIterations
- 1.1.17 ClothMovementScaleGenMode
- 1.1.18 ClothStretchStiffness
- 1.1.19 ClothTearFactor
- 1.1.20 ClothTearReserve
- 1.1.21 ClothThickness
- 1.1.22 ClothToAnimMeshMaxDist
- 1.1.23 HardStretchLimitFactor
- 1.1.24 ValidBoundsMax
- 1.1.25 ValidBoundsMin
- 1.2 Property group 'ClothAdvanced'
- 1.2.1 bClothMetal
- 1.2.2 bEnableClothOrthoBendConstraints
- 1.2.3 bEnableClothPressure
- 1.2.4 bEnableClothSelfCollision
- 1.2.5 bEnableClothTwoWayCollision
- 1.2.6 bForceNoWelding
- 1.2.7 ClothAttachmentResponseCoefficient
- 1.2.8 ClothAttachmentTearFactor
- 1.2.9 ClothCollisionResponseCoefficient
- 1.2.10 ClothMetalImpulseThreshold
- 1.2.11 ClothMetalMaxDeformationDistance
- 1.2.12 ClothMetalPenetrationDepth
- 1.2.13 ClothPressure
- 1.2.14 ClothRelativeGridSpacing
- 1.2.15 ClothSleepLinearVelocity
- 1.2.16 ClothSpecialBones
- 1.3 Property group 'SkeletalMesh'
- 1.3.1 AddToParentPerPolyCollisionBone
- 1.3.2 bForceCPUSkinning
- 1.3.3 BoneBreakNames
- 1.3.4 BoundsPreviewAsset
- 1.3.5 bPerPolyUseSoftWeighting
- 1.3.6 bUseFullPrecisionUVs
- 1.3.7 bUsePackedPosition
- 1.3.8 bUseSimpleBoxCollision
- 1.3.9 bUseSimpleLineCollision
- 1.3.10 FaceFXAsset
- 1.3.11 LODBiasPC
- 1.3.12 LODBiasPS3
- 1.3.13 LODBiasXbox360
- 1.3.14 LODInfo
- 1.3.15 Materials
- 1.3.16 Origin
- 1.3.17 PerPolyCollisionBones
- 1.3.18 PreviewMorphSets
- 1.3.19 RotOrigin
- 1.3.20 SkelMirrorAxis
- 1.3.21 SkelMirrorFlipAxis
- 1.3.22 SkelMirrorTable
- 1.4 Property group 'SoftBody'
- 1.4.1 bEnableSoftBodyDamping
- 1.4.2 bEnableSoftBodyLineChecks
- 1.4.3 bEnableSoftBodySelfCollision
- 1.4.4 bEnableSoftBodyTwoWayCollision
- 1.4.5 bSoftBodyIsoSurface
- 1.4.6 bUseSoftBodyCOMDamping
- 1.4.7 SoftBodyAttachmentResponse
- 1.4.8 SoftBodyAttachmentTearFactor
- 1.4.9 SoftBodyAttachmentThreshold
- 1.4.10 SoftBodyBones
- 1.4.11 SoftBodyCollisionResponse
- 1.4.12 SoftBodyDamping
- 1.4.13 SoftBodyDensity
- 1.4.14 SoftBodyDetailLevel
- 1.4.15 SoftBodyFriction
- 1.4.16 SoftBodyParticleRadius
- 1.4.17 SoftBodyRelativeGridSpacing
- 1.4.18 SoftBodySleepLinearVelocity
- 1.4.19 SoftBodySolverIterations
- 1.4.20 SoftBodySpecialBones
- 1.4.21 SoftBodyStretchingStiffness
- 1.4.22 SoftBodySubdivisionLevel
- 1.4.23 SoftBodyVolumeStiffness
- 1.5 Internal variables
- 1.5.1 Bounds
- 1.5.2 CachedSoftBodyMeshes
- 1.5.3 CachedSoftBodyMeshScales
- 1.5.4 ClothIndexBuffer
- 1.5.5 ClothMesh
- 1.5.6 ClothMeshScale
- 1.5.7 ClothMovementScale
- 1.5.8 ClothToGraphicsVertMap
- 1.5.9 ClothTornTriMap
- 1.5.10 ClothWeldedIndices
- 1.5.11 ClothWeldingDomain
- 1.5.12 ClothWeldingMap
- 1.5.13 GraphicsIndexIsCloth
- 1.5.14 LODModels
- 1.5.15 NameIndexMap
- 1.5.16 NumFreeClothVerts
- 1.5.17 PerPolyBoneKDOPs
- 1.5.18 RefBasesInvMatrix
- 1.5.19 RefSkeleton
- 1.5.20 ReleaseResourcesFence
- 1.5.21 SkeletalDepth
- 1.5.22 SkelMeshGUID
- 1.5.23 Sockets
- 1.5.24 SoftBodySurfaceIndices
- 1.5.25 SoftBodySurfaceToGraphicsVertMap
- 1.5.26 SoftBodyTetraIndices
- 1.5.27 SoftBodyTetraLinks
- 1.5.28 SoftBodyTetraVertsUnscaled
- 1.1 Property group 'Cloth'
- SkeletalMesh properties in other games:
- UT3
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Properties[edit]
Property group 'Cloth'[edit]
bEnableClothBendConstraints[edit]
Type: bool
Modifiers: const
Enable constraints that attempt to minimize curvature or folding of the cloth.
bEnableClothDamping[edit]
Type: bool
Modifiers: const
Enable damping forces on the cloth.
bEnableClothLineChecks[edit]
Type: bool
Modifiers: const
Enable cloth line/extent/point checks. Note: line checks are performed with a raycast against the cloth, but point and swept extent checks are performed against the cloth AABB
bEnableClothTearing[edit]
Type: bool
Modifiers: const
Used to enable cloth tearing. Note, extra vertices/indices must be reserved using ClothTearReserve
Also cloth tearing is not available when welding is enabled.
bEnableValidBounds[edit]
Type: bool
Any cloth vertex that exceeds its valid bounds will be deleted if bEnableValidBounds is set. Tune ValidBoundMin and ValidBoundMax if valid bound is enabled.
bHardStretchLimit[edit]
Type: bool
Modifiers: const
If TRUE, limit the total amount of stretch that is allowed in the cloth, based on HardStretchLimitFactor. Note that bLimitClothToAnimMesh must be TRUE for this to work.
bLimitClothToAnimMesh[edit]
Type: bool
If TRUE, simulated verts are limited to a certain distance from
bUseClothCOMDamping[edit]
Type: bool
Modifiers: const
Enable center of mass damping of cloth internal velocities.
ClothBendStiffness[edit]
Type: float
Modifiers: const
Controls strength of springs that stop the cloth from bending. bEnableClothBendConstraints must be true to take affect.
Default value: 1.0
ClothBones[edit]
Modifiers: const
Vertices with any weight to these bones are considered 'cloth'.
ClothDamping[edit]
Type: float
Modifiers: const
Controls how much damping force is applied to cloth particles. bEnableClothDamping must be true to take affect.
Default value: 0.5
ClothDensity[edit]
Type: float
Modifiers: const
This is multiplied by the size of triangles sharing a point to calculate the points mass. This cannot be modified after the cloth has been created.
Default value: 1.0
ClothFriction[edit]
Type: float
Modifiers: const
Controls movement of cloth when in contact with other bodies.
Default value: 0.5
ClothHierarchicalIterations[edit]
Type: int
Modifiers: const
If ClothHierarchyLevels is more than 0, this number controls the number of iterations of the hierarchical solver.
Default value: 2
ClothHierarchyLevels[edit]
Type: int
Modifiers: const
If greater than 1, will generate smaller meshes internally, used to improve simulation time and reduce stretching.
ClothIterations[edit]
Type: int
Modifiers: const
Increasing the number of solver iterations improves how accurately the cloth is simulated, but will also slow down simulation.
Default value: 5
ClothMovementScaleGenMode[edit]
Type: ClothMovementScaleGen
Method to use to generate the ClothMovementScale table
ClothStretchStiffness[edit]
Type: float
Modifiers: const
Controls strength of springs that attempts to keep particles in the cloth together.
Default value: 1.0
ClothTearFactor[edit]
Type: float
Modifiers: const
Stretch factor beyond which a cloth edge/vertex will tear. Should be greater than 1.
Default value: 3.5
ClothTearReserve[edit]
Type: int
Modifiers: const
Number of vertices/indices to set aside to accomodate new triangles created as a result of tearing
Default value: 128
ClothThickness[edit]
Type: float
Modifiers: const
How thick the cloth is considered when doing collision detection.
Default value: 0.5
ClothToAnimMeshMaxDist[edit]
Type: float
How far a simulated vertex can move from its animated location
HardStretchLimitFactor[edit]
Type: float
Modifiers: const
If bHardStretchLimit is TRUE, how much stretch is allowed in the cloth. 1.0 is no stretch (but will cause jitter)
Default value: 1.1
ValidBoundsMax[edit]
Type: Object.Vector
The maximum coordinates triplet of the cloth valid bound
ValidBoundsMin[edit]
Type: Object.Vector
The minimum coordinates triplet of the cloth valid bound
Property group 'ClothAdvanced'[edit]
bClothMetal[edit]
Type: bool
Modifiers: const
Whether cloth simulation should be wrapped inside a Rigid Body and only be used upon impact
bEnableClothOrthoBendConstraints[edit]
Type: bool
Modifiers: const
Enable orthogonal bending resistance to minimize curvature or folding of the cloth.
This technique uses angular springs instead of distance springs as used in 'bEnableClothBendConstraints'. This mode is slower but independent of stretching resistance.
bEnableClothPressure[edit]
Type: bool
Modifiers: const
Enables pressure support. Simulates inflated objects like balloons.
bEnableClothSelfCollision[edit]
Type: bool
Modifiers: const
Enables cloth self collision.
bEnableClothTwoWayCollision[edit]
Type: bool
Modifiers: const
Enables two way collision with rigid-bodies.
bForceNoWelding[edit]
Type: bool
Modifiers: const
Forces the Welding Code to be turned off even if the mesh has doubled vertices
ClothAttachmentResponseCoefficient[edit]
Type: float
Modifiers: const
How much an attachment to a rigid body influences the cloth
Default value: 0.2
ClothAttachmentTearFactor[edit]
Type: float
Modifiers: const
How much extension an attachment can undergo before it tears/breaks
Default value: 1.5
ClothCollisionResponseCoefficient[edit]
Type: float
Modifiers: const
Response coefficient for cloth/rb collision
Default value: 0.2
ClothMetalImpulseThreshold[edit]
Type: float
Modifiers: const
Threshold for when deformation is allowed
Default value: 10.0
ClothMetalMaxDeformationDistance[edit]
Type: float
Modifiers: const
Maximum deviation of cloth particles from initial position
ClothMetalPenetrationDepth[edit]
Type: float
Modifiers: const
Amount by which colliding objects are brought closer to the cloth
ClothPressure[edit]
Type: float
Modifiers: const
Adjusts the internal "air" pressure of the cloth. Only has affect when bEnableClothPressure.
Default value: 1.0
ClothRelativeGridSpacing[edit]
Type: float
Modifiers: const
Controls the size of the grid cells a cloth is divided into when performing broadphase collision. The cell size is relative to the AABB of the cloth.
Default value: 1.0
ClothSleepLinearVelocity[edit]
Type: float
Modifiers: const
Maximum linear velocity at which cloth can go to sleep. If negative, the global default will be used.
Default value: -1.0
ClothSpecialBones[edit]
Type: array<ClothSpecialBoneInfo>
Modifiers: const
Vertices with any weight to these bones are considered cloth with special behavoir, currently they are attached to the physics asset with fixed or breakable attachments or tearlines.
Property group 'SkeletalMesh'[edit]
AddToParentPerPolyCollisionBone[edit]
For each of these bones, find the parent that is in PerPolyCollisionBones and add its polys to that bone.
bForceCPUSkinning[edit]
Type: bool
Modifiers: const
All meshes default to GPU skinning. Set to True to enable CPU skinning. If CPU skinning is enabled, bUsePackedPosition can't be enabled
BoneBreakNames[edit]
Modifiers: editconst, const, native
Array of bone names that break for use in game/editor
BoundsPreviewAsset[edit]
Type: PhysicsAsset
Modifiers: editoronly
Asset used for previewing bounds in AnimSetViewer. Makes setting up LOD distance factors more reliable.
bPerPolyUseSoftWeighting[edit]
Type: bool
If true, include triangles that are soft weighted to bones.
bUseFullPrecisionUVs[edit]
Type: bool
Modifiers: const
If true, use 32 bit UVs. If false, use 16 bit UVs to save memory
bUsePackedPosition[edit]
Type: bool
Modifiers: const
If true, use compressed position XYZs(4 bytes saving 8 bytes). This is only useful for GPU skinning.
Default value: True
bUseSimpleBoxCollision[edit]
Type: bool
If true, use PhysicsAsset for extent (swept box) collision checks. If false, use per-poly bone collision (if present).
Default value: True
bUseSimpleLineCollision[edit]
Type: bool
If true, use PhysicsAsset for line collision checks. If false, use per-poly bone collision (if present).
Default value: True
FaceFXAsset[edit]
Type: FaceFXAsset
The FaceFX asset the skeletal mesh uses for FaceFX operations.
LODBiasPC[edit]
Type: int
LOD bias to use for PC.
LODBiasPS3[edit]
Type: int
LOD bias to use for PS3.
LODBiasXbox360[edit]
Type: int
LOD bias to use for Xbox 360.
LODInfo[edit]
Type: array<SkeletalMeshLODInfo>
Modifiers: editfixedsize
Struct containing information for each LOD level, such as materials to use, whether to cast shadows, and when use the LOD.
Materials[edit]
Type: array<MaterialInterface>
Modifiers: const, native
List of materials applied to this mesh.
Origin[edit]
Type: Object.Vector
Modifiers: const, native
Origin in original coordinate system
PerPolyCollisionBones[edit]
For each bone specified here, all triangles rigidly weighted to that bone are entered into a kDOP, allowing per-poly collision checks.
PreviewMorphSets[edit]
Type: array<MorphTargetSet>
Modifiers: editoronly
Asset used for previewing morph target animations in AnimSetViewer. Only for editor.
RotOrigin[edit]
Type: Object.Rotator
Modifiers: const, native
Amount to rotate when importing (mostly for yawing)
SkelMirrorAxis[edit]
Type: Object.EAxis
Default value: AXIS_X
SkelMirrorFlipAxis[edit]
Type: Object.EAxis
Default value: AXIS_Z
SkelMirrorTable[edit]
Type: array<BoneMirrorInfo>
Modifiers: editfixedsize
List of bones that should be mirrored.
Property group 'SoftBody'[edit]
bEnableSoftBodyDamping[edit]
Type: bool
Modifiers: const
Enable damping forces on the softbody.
bEnableSoftBodyLineChecks[edit]
Type: bool
Modifiers: const
Enable soft body line checks.
bEnableSoftBodySelfCollision[edit]
Type: bool
Modifiers: const
Enables soft-body self collision.
bEnableSoftBodyTwoWayCollision[edit]
Type: bool
Modifiers: const
Enables two way collision with rigid-bodies.
Default value: True
bSoftBodyIsoSurface[edit]
Type: bool
Modifiers: const
If enabled, an iso-surface is generated around the original graphics-mesh before the tetrahedron-mesh is created.
Default value: True
bUseSoftBodyCOMDamping[edit]
Type: bool
Modifiers: const
Enable center of mass damping of SoftBody internal velocities.
SoftBodyAttachmentResponse[edit]
Type: float
Modifiers: const
Defines a factor for the impulse transfer from the soft body to attached rigid bodies. bEnableSoftBodyTwoWayCollision must be true to take effect.
Default value: 0.2
SoftBodyAttachmentTearFactor[edit]
Type: float
Modifiers: const
How much extension an attachment can undergo before it tears/breaks
Default value: 1.5
SoftBodyAttachmentThreshold[edit]
Type: float
Modifiers: const
Specifies the maximum distance a tetra-vertex is allowed to have from the
surface-mesh to still end up attached to a bone.
Default value: 0.5
SoftBodyBones[edit]
Modifiers: const
Vertices with any weight to these bones are considered 'soft-body'.
SoftBodyCollisionResponse[edit]
Type: float
Modifiers: const
Defines a factor for the impulse transfer from the soft body to colliding rigid bodies. bEnableSoftBodyTwoWayCollision must be true to take effect.
Default value: 0.2
SoftBodyDamping[edit]
Type: float
Modifiers: const
Controls how much damping force is applied to soft-body particles. bEnableSoftBodyDamping must be true to take affect.
Default value: 0.5
SoftBodyDensity[edit]
Type: float
Modifiers: const
Density of the soft-body (mass per volume).
Default value: 1.0
SoftBodyDetailLevel[edit]
Type: float
Modifiers: const
Controls how much the original graphics mesh is simplified before it is used to seed to tetrahedron-mesh generator.
Default value: 0.5
SoftBodyFriction[edit]
Type: float
Modifiers: const
Controls movement of soft-body when in contact with other bodies.
Default value: 0.5
SoftBodyParticleRadius[edit]
Type: float
Modifiers: const
Size of the soft-body particles used for collision detection.
Default value: 0.1
SoftBodyRelativeGridSpacing[edit]
Type: float
Modifiers: const
Controls the size of the grid cells a soft-body is divided into when performing broadphase collision. The cell size is relative to the AABB of the soft-body.
Default value: 1.0
SoftBodySleepLinearVelocity[edit]
Type: float
Modifiers: const
Maximum linear velocity at which a soft-body can go to sleep. If negative, the global default will be used.
Default value: -1.0
SoftBodySolverIterations[edit]
Type: int
Modifiers: const
Increasing the number of solver iterations improves how accurately the soft-body is simulated, but will also slow down simulation.
Default value: 5
SoftBodySpecialBones[edit]
Type: array<SoftBodySpecialBoneInfo>
Modifiers: const
Vertices with any weight to these bones are considered softbody with special behavoir, currently they are attached to the physics asset with fixed or breakable attachments.
SoftBodyStretchingStiffness[edit]
Type: float
Modifiers: const
Defines how strongly the soft-body resists stretching motions. Range (0,1].
Default value: 1.0
SoftBodySubdivisionLevel[edit]
Type: int
Modifiers: const
Controls how many tetrahedra are generated to approximate the surface-mesh.
Default value: 4
SoftBodyVolumeStiffness[edit]
Type: float
Modifiers: const
Defines how strongly the soft-body resists motion that changes the rest volume. Range (0,1].
Default value: 1.0
Internal variables[edit]
Bounds[edit]
Type: Object.BoxSphereBounds
Modifiers: const, native
CachedSoftBodyMeshes[edit]
Modifiers: const, native, transient
Cache of pointers to NxSoftBodyMesh objects at different scales.
CachedSoftBodyMeshScales[edit]
Modifiers: const, native, transient
Scale of each of the NxSoftBodyMesh objects in cache. This array is same size as CachedSoftBodyMeshes.
ClothIndexBuffer[edit]
Modifiers: const
Index buffer for simulation cloth.
ClothMesh[edit]
Modifiers: const, native, transient
Cache of ClothMesh objects at different scales.
ClothMeshScale[edit]
Modifiers: const, native, transient
Scale of each of the ClothMesh objects in cache. This array is same size as ClothMesh.
ClothMovementScale[edit]
Modifiers: const
Scaling (per vertex) for how far cloth vert can move from its animated position
ClothToGraphicsVertMap[edit]
Modifiers: const
Mapping between each vertex in the simulation mesh and the graphics mesh. This is ordered so that 'free' vertices are first, and then after NumFreeClothVerts they are 'fixed' to the skinned mesh.
ClothTornTriMap[edit]
Type: Object.Map_Mirror{TMap<QWORD,INT>}
Modifiers: const, native
Map which maps from a set of 3 triangle indices packet in a 64bit to the location in the index buffer,
Used to update indices for torn triangles. Note: This structure is lazy initialized when a torn cloth mesh is created. (But could be precomputed in BuildClothMapping() if serialization is handled correctly).
ClothWeldedIndices[edit]
Modifiers: const
This will hold the indices to the reduced number of cloth vertices used for cooking the NxClothMesh.
ClothWeldingDomain[edit]
Type: int
Modifiers: const
This is the highest value stored in ClothWeldingMap
ClothWeldingMap[edit]
Modifiers: const
Mapping from index of rendered mesh to index of simulated mesh. This mapping applies before ClothToGraphicsVertMap which can then operate normally The reason for this mapping is to weld several vertices with the same position but different texture coordinates into one simulated vertex which makes it possible to run closed meshes for cloth.
GraphicsIndexIsCloth[edit]
Modifiers: const, native
Saves if Graphics Vertex is simulated cloth or not
LODModels[edit]
Type: Object.IndirectArray_Mirror
Modifiers: const, native, private
FStaticLODModel
NameIndexMap[edit]
Type: Map{FName,INT}
Modifiers: const, native
NumFreeClothVerts[edit]
Type: int
Modifiers: const
Point in the simulation cloth vertex array where the free verts finish and we start having 'fixed' verts.
PerPolyBoneKDOPs[edit]
Modifiers: private, const, native
KDOP tree's used for storing rigid triangle information for a subset of bones. Length of this array matches PerPolyCollisionBones
RefBasesInvMatrix[edit]
Type: array<AnimNode.BoneTransform>
Modifiers: const, native
RefSkeleton[edit]
Modifiers: const, native
FMeshBone
ReleaseResourcesFence[edit]
Type: int
Modifiers: const, native, transient
SkeletalDepth[edit]
Type: int
Modifiers: const, native
SkelMeshGUID[edit]
Type: Object.Guid
Modifiers: const
GUID for this SkeletalMeshm, used when linking meshes to AnimSets.
Sockets[edit]
Type: array<SkeletalMeshSocket>
SoftBodySurfaceIndices[edit]
Modifiers: const
Index buffer of the triangles of the soft-body's surface mesh. Indices refer to entries in SoftBodySurfaceToGraphicsVertMap.
SoftBodySurfaceToGraphicsVertMap[edit]
Modifiers: const
Mapping between each vertex of the simulated soft-body's surface-mesh and the graphics mesh.
SoftBodyTetraIndices[edit]
Modifiers: const
Index buffer of the tetrahedra of the soft-body's tetra-mesh. Indices refer to the vertices in SoftBodyTetraVertsUnscaled.
SoftBodyTetraLinks[edit]
Type: array<SoftBodyTetraLink>
Modifiers: const
Mapping between each vertex of the surface-mesh and its tetrahedron, with local positions given in barycentric coordinates.
SoftBodyTetraVertsUnscaled[edit]
Type: array<Object.Vector>
Modifiers: const
Base array of tetrahedron vertex positions. Used to generate the scaled versions from.