G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FAnimLegIKDefinition Struct Reference

Per foot definitions. More...

Public Member Functions

Functions
FAnimLegIKDefinition & opAssign (FAnimLegIKDefinition Other)

Public Attributes

Settings
EAxis FootBoneForwardAxis
 Forward Axis for Foot bone.
FBoneReference FKFootBone
int NumBonesInLimb
float32 MinRotationAngle
 Only used if bEnableRotationLimit is enabled. Prevents the leg from folding onto itself, and forces at least this angle between Parent and Child bone.
FBoneReference IKFootBone
EAxis HingeRotationAxis
 Hinge Bones Rotation Axis. This is essentially the plane normal for (hip - knee - foot).
bool bEnableRotationLimit
 If enabled, we prevent the leg from bending backwards and enforce a min compression angle.
bool bEnableKneeTwistCorrection
 Enable Knee Twist correction, by comparing Foot FK with Foot IK orientation.
FName TwistOffsetCurveName
 Name of the curve to use as the twist offset angle(in degrees). This is useful for injecting knee motion, while keeping the IK chain's goal/hand and root/hip locked in place. Reasonable values are usually between -+15 degrees, although this is depends on how far in/out the knee is in the original pose.

Detailed Description

Per foot definitions.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ bEnableKneeTwistCorrection

bool bEnableKneeTwistCorrection

Enable Knee Twist correction, by comparing Foot FK with Foot IK orientation.

◆ bEnableRotationLimit

bool bEnableRotationLimit

If enabled, we prevent the leg from bending backwards and enforce a min compression angle.

◆ FKFootBone

FBoneReference FKFootBone

◆ FootBoneForwardAxis

EAxis FootBoneForwardAxis

Forward Axis for Foot bone.

◆ HingeRotationAxis

EAxis HingeRotationAxis

Hinge Bones Rotation Axis. This is essentially the plane normal for (hip - knee - foot).

◆ IKFootBone

FBoneReference IKFootBone

◆ MinRotationAngle

float32 MinRotationAngle

Only used if bEnableRotationLimit is enabled. Prevents the leg from folding onto itself, and forces at least this angle between Parent and Child bone.

◆ NumBonesInLimb

int NumBonesInLimb

◆ TwistOffsetCurveName

FName TwistOffsetCurveName

Name of the curve to use as the twist offset angle(in degrees). This is useful for injecting knee motion, while keeping the IK chain's goal/hand and root/hip locked in place. Reasonable values are usually between -+15 degrees, although this is depends on how far in/out the knee is in the original pose.