G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
FAnimNode_HandIKRetargeting Struct Reference

Node to handle re-targeting of Hand IK bone chain. It looks at position in Mesh Space of Left and Right FK bones, and moves Left and Right IK bones to those. based on HandFKWeight. (0 = favor left hand, 1 = favor right hand, 0.5 = equal weight). This is used so characters of different proportions can handle the same props. More...

Public Member Functions

Functions
FAnimNode_HandIKRetargeting & opAssign (FAnimNode_HandIKRetargeting Other)
Public Member Functions inherited from FAnimNode_SkeletalControlBase
FAnimNode_SkeletalControlBase & opAssign (FAnimNode_SkeletalControlBase Other)

Public Attributes

Alpha
FInputScaleBiasClamp AlphaScaleBiasClamp
FName AlphaCurveName
FInputAlphaBoolBlend AlphaBoolBlend
float32 Alpha
 Current strength of the skeletal control.
EAnimAlphaInputType AlphaInputType
bool bAlphaBoolEnabled
FInputScaleBias AlphaScaleBias
HandIKRetargeting
FVector PerAxisAlpha
 Alpha values per axis to apply on the resulting retargeting translation.
float32 HandFKWeight
 Which hand to favor. 0.5 is equal weight for both, 1 = right hand, 0 = left hand.
FBoneReference LeftHandIK
 Bone for Left Hand IK.
FBoneReference LeftHandFK
 Bone for Left Hand FK.
FBoneReference RightHandIK
 Bone for Right Hand IK.
TArray< FBoneReference > IKBonesToMove
 IK Bones to move.
FBoneReference RightHandFK
 Bone for Right Hand FK.
Links
FComponentSpacePoseLink ComponentPose
 Input link.
Performance
int LODThreshold
 Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited.
Public Attributes inherited from FAnimNode_SkeletalControlBase
float32 Alpha
 Current strength of the skeletal control.
EAnimAlphaInputType AlphaInputType
bool bAlphaBoolEnabled
FName AlphaCurveName
FInputScaleBias AlphaScaleBias
FInputAlphaBoolBlend AlphaBoolBlend
FInputScaleBiasClamp AlphaScaleBiasClamp
FComponentSpacePoseLink ComponentPose
 Input link.
int LODThreshold
 Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited.

Detailed Description

Node to handle re-targeting of Hand IK bone chain. It looks at position in Mesh Space of Left and Right FK bones, and moves Left and Right IK bones to those. based on HandFKWeight. (0 = favor left hand, 1 = favor right hand, 0.5 = equal weight). This is used so characters of different proportions can handle the same props.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ Alpha

float32 Alpha

Current strength of the skeletal control.

◆ AlphaBoolBlend

FInputAlphaBoolBlend AlphaBoolBlend

◆ AlphaCurveName

FName AlphaCurveName

◆ AlphaInputType

EAnimAlphaInputType AlphaInputType

◆ AlphaScaleBias

FInputScaleBias AlphaScaleBias

◆ AlphaScaleBiasClamp

FInputScaleBiasClamp AlphaScaleBiasClamp

◆ bAlphaBoolEnabled

bool bAlphaBoolEnabled

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ HandFKWeight

float32 HandFKWeight

Which hand to favor. 0.5 is equal weight for both, 1 = right hand, 0 = left hand.

◆ IKBonesToMove

TArray<FBoneReference> IKBonesToMove

IK Bones to move.

◆ LeftHandFK

FBoneReference LeftHandFK

Bone for Left Hand FK.

◆ LeftHandIK

FBoneReference LeftHandIK

Bone for Left Hand IK.

◆ LODThreshold

int LODThreshold

Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited.

◆ PerAxisAlpha

FVector PerAxisAlpha

Alpha values per axis to apply on the resulting retargeting translation.

◆ RightHandFK

FBoneReference RightHandFK

Bone for Right Hand FK.

◆ RightHandIK

FBoneReference RightHandIK

Bone for Right Hand IK.