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Engine.SkelControlLimb


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class SkelControlLimb extends SkelControlBase
	native(Anim);
	
/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 *
 *	Controller Specifically designed for 2-bone limbs with an elbow-like joint in the middle.
 *	Should be set up to act on the bone at the end of the limb - ie the hand in the case of an arm.
 */
 
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/** Where you want the controlled bone to be. Will be placed as close as possible within the constraints of the limb. */
var(Effector)	vector					EffectorLocation;

/** Reference frame that the DesiredLocation is defined in. */
var(Effector)	EBoneControlSpace		EffectorLocationSpace;

/** Name of bone used if DesiredLocationSpace is BCS_OtherBoneSpace. */
var(Effector)	name					EffectorSpaceBoneName;

/** Point in space where the joint should move towards as it bends. */
var(Joint)		vector					JointTargetLocation;

/** Reference frame in which JointTargetLocation is defined. */
var(Joint)		EBoneControlSpace		JointTargetLocationSpace;

/** Name of bone used if JointTargetLocationSpace is BCS_OtherBoneSpace. */
var(Joint)		name					JointTargetSpaceBoneName;

/** Axis of graphical bone to align along the length of the bone. */
var(Limb)		EAxis					BoneAxis;

/** Axis of graphical bone to align along the hinge axis of the joint. */
var(Limb)		EAxis					JointAxis;

/** If we want to invert BoneAxis when constructing the transform for the bones. */
var(Limb)		bool					bInvertBoneAxis;

/** If we want to invert JointAxis when constructing the transform for the bones. */
var(Limb)		bool					bInvertJointAxis;

/** 
 *	If true, modify the relative rotation between the end 'effector' bone and its parent bone. If false,
 *	the rotation of the end bone will not be modified by this controller.
 */
var(Limb)		bool					bMaintainEffectorRelRot;

/** If true, rotation of effector bone is copied from the bone specified by EffectorSpaceBoneName. */
var(Limb)		bool					bTakeRotationFromEffectorSpace;

/** Is Limb allowed to stretch to reach its target? */
var()	bool		bAllowStretching;
/** 
 * Stretching limits. 
 * X represents the relative length of the limb at which it will start stretching.
 * Y represents the maximum stretch factor allowed.
 * For example (X=0.5,Y=2.f) will mean that the limb is allowed to stretch up to twice its length.
 * And it will start stretching when shoulder to effector distance is half of the full arm length. 
 */
var()	Vector2D	StretchLimits;
/** Name of Roll Bone to stretch as well. */
var()	Name		StretchRollBoneName;

defaultproperties
{
   BoneAxis=AXIS_X
   JointAxis=AXIS_Y
   StretchLimits=(X=0.710000,Y=1.200000)
   Name="Default__SkelControlLimb"
   ObjectArchetype=SkelControlBase'Engine.Default__SkelControlBase'
}

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Class file time: tr 31-1-2018 17:18:00.000 - Creation time: sk 18-3-2018 10:01:14.238 - Created with UnCodeX