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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.AnimNode
|
+-- Engine.AnimNodeBlendBase
|
+-- Engine.AnimNodeBlendMultiBone
| Variables Summary | |
|---|---|
| array<byte> | SourceRequiredBones |
| AnimNodeBlendMultiBone | |
| array<ChildBoneBlendInfo> | BlendTargetList |
| Inherited Variables from Engine.AnimNodeBlendBase |
|---|
| bFixNumChildren, Children |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.AnimNode |
|---|
| ESliderType |
| Structures Summary | ||
|---|---|---|
| ChildBoneBlendInfo TargetPerBoneWeight, InitTargetStartBone, InitPerBoneIncrease, OldStartBone, OldBoneIncrease, TargetRequiredBones | ||
| Inherited Structures from Engine.AnimNodeBlendBase |
|---|
| AnimBlendChild |
| Inherited Structures from Engine.AnimNode |
|---|
| BoneAtom |
| Functions Summary | ||
|---|---|---|
![]() | SetTargetStartBone (int TargetIdx, name StartBoneName, optional float PerBoneIncrease) | |
| Inherited Functions from Engine.AnimNodeBlendBase |
|---|
| PlayAnim, StopAnim |
| Inherited Functions from Engine.AnimNode |
|---|
| FindAnimNode, OnBecomeRelevant, OnCeaseRelevant, OnInit, PlayAnim, StopAnim |
| Variables Detail |
|---|
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.
List of blend targets - one per bone to blend
| Structures Detail |
|---|
var(AnimNodeBlendMultiBone) float InitPerBoneIncrease;};
var(AnimNodeBlendMultiBone) name InitTargetStartBone;
var const float OldBoneIncrease;
var const name OldStartBone;
var array<float> TargetPerBoneWeight;
var transient array<byte> TargetRequiredBones;
InitPerBoneIncrease:Used in InitAnim, so you can set up partial blending in the defaultproperties. See SetTargetStartBone.InitTargetStartBone:Used in InitAnim, so you can set up partial blending in the defaultproperties. See SetTargetStartBone.OldBoneIncrease:Old OldBoneIncrease, to monitor changesOldStartBone:Old StartBone, to monitor changesTargetPerBoneWeight: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.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.
| Functions Detail |
|---|
SetTargetStartBone Source codeUpdating the StartBoneName or PerBoneIncrease, will cause the TargetPerBoneWeight to be automatically re-updated, you'll loose custom values!
| Defaultproperties |
|---|
defaultproperties
{
Children(0)=(Name="Source",Weight=1.000000)
Children(1)=(Name="Target")
Name="Default__AnimNodeBlendMultiBone"
ObjectArchetype=AnimNodeBlendBase'Engine.Default__AnimNodeBlendBase'
}
|
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