UE3:AnimNodeBlendMultiBone (UDK)
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Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeBlendMultiBone |
- Package:
- Engine
- This class in other games:
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Properties
Property group 'AnimNodeBlendMultiBone'
BlendTargetList
Type: array<ChildBoneBlendInfo>
List of blend targets - one per bone to blend
Internal variables
SourceRequiredBones
Modifiers: transient
Indices of bones required from Source (at LOD 0), if Target's weight is 1.0. Bones are only in this array if their per-bone weight is <1.0 (or they have a child in the array). Indices should be strictly increasing.
Default values
Property | Value | ||||||
---|---|---|---|---|---|---|---|
CategoryDesc | "Filter" | ||||||
Children[0] |
| ||||||
Children[1] |
|
Structs
ChildBoneBlendInfo
Modifiers: native
- array<float> TargetPerBoneWeight
- Weight scaling for each bone of the skeleton. Must be same size as RefSkeleton of SkeletalMesh. If all 0.0, no animation can ever be drawn from Child2.
- name InitTargetStartBone
- Used in InitAnim, so you can set up partial blending in the defaultproperties. See SetTargetStartBone.
- float InitPerBoneIncrease
- Used in InitAnim, so you can set up partial blending in the defaultproperties. See SetTargetStartBone.
- name OldStartBone
- Old StartBone, to monitor changes
- float OldBoneIncrease
- Old OldBoneIncrease, to monitor changes
- array<byte> TargetRequiredBones
- Indices of bones required from Target (at LOD 0), if Target's weight is >0.0.
Bones are only in this array if their per-bone weight is >0.0 (or they have a child in the array). Indices should be strictly increasing.
Default values:
Property | Value |
---|---|
InitPerBoneIncrease | 1.0 |
Native functions
SetTargetStartBone
native noexport final function SetTargetStartBone (int TargetIdx, name StartBoneName, optional float PerBoneIncrease)
Updating the StartBoneName or PerBoneIncrease, will cause the TargetPerBoneWeight to be automatically re-updated, you'll loose custom values!