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Engine.SkelControlLimb

Extends
SkelControlBase
Modifiers
native ( Anim )

Core.Object
|   
+-- Engine.SkelControlBase
   |   
   +-- Engine.SkelControlLimb

Direct Known Subclasses:

SkelControlFootPlacement

Constants Summary
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
Effector
vectorEffectorLocation
EBoneControlSpaceEffectorLocationSpace
nameEffectorSpaceBoneName
Joint
vectorJointTargetLocation
EBoneControlSpaceJointTargetLocationSpace
nameJointTargetSpaceBoneName
Limb
boolbInvertBoneAxis
boolbInvertJointAxis
boolbMaintainEffectorRelRot
EAxisBoneAxis
boolbTakeRotationFromEffectorSpace
EAxisJointAxis
SkelControlLimb
boolbAllowStretching
Vector2DStretchLimits
NameStretchRollBoneName
Inherited Variables from Engine.SkelControlBase
bEnableEaseInOut, bIgnoreWhenNotRendered, bInitializedCachedNodeList, BlendInTime, BlendOutTime, BlendTimeToGo, BoneScale, bPropagateSetActive, bSetStrengthFromAnimNode, CachedNodeList, ControlName, ControlPosX, ControlPosY, ControlStrength, ControlTickTag, DrawWidth, IgnoreAtOrAboveLOD, NextControl, SkelComponent, StrengthAnimNodeNameList, StrengthTarget
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Engine.SkelControlBase
EBoneControlSpace
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
Inherited Functions from Engine.SkelControlBase
SetSkelControlActive, SetSkelControlStrength
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

Effector

EffectorLocation Source code

var(Effector) vector EffectorLocation;
Where you want the controlled bone to be. Will be placed as close as possible within the constraints of the limb.

EffectorLocationSpace Source code

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

EffectorSpaceBoneName Source code

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

Joint

JointTargetLocation Source code

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

JointTargetLocationSpace Source code

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

JointTargetSpaceBoneName Source code

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

Limb

bInvertBoneAxis Source code

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

bInvertJointAxis Source code

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

bMaintainEffectorRelRot Source code

var(Limb) bool bMaintainEffectorRelRot;
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.

BoneAxis Source code

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

bTakeRotationFromEffectorSpace Source code

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

JointAxis Source code

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

SkelControlLimb

bAllowStretching Source code

var(SkelControlLimb) bool bAllowStretching;
Is Limb allowed to stretch to reach its target?

StretchLimits Source code

var(SkelControlLimb) Vector2D StretchLimits;
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.

StretchRollBoneName Source code

var(SkelControlLimb) Name StretchRollBoneName;
Name of Roll Bone to stretch as well.


Defaultproperties

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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Creation time: sk 18-3-2018 10:00:44.192 - Created with UnCodeX