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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
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.
| FAnimNode_HandIKRetargeting & opAssign | ( | FAnimNode_HandIKRetargeting | Other | ) |
| float32 Alpha |
Current strength of the skeletal control.
| FInputAlphaBoolBlend AlphaBoolBlend |
| FName AlphaCurveName |
| EAnimAlphaInputType AlphaInputType |
| FInputScaleBias AlphaScaleBias |
| FInputScaleBiasClamp AlphaScaleBiasClamp |
| bool bAlphaBoolEnabled |
| FComponentSpacePoseLink ComponentPose |
Input link.
| float32 HandFKWeight |
Which hand to favor. 0.5 is equal weight for both, 1 = right hand, 0 = left hand.
| TArray<FBoneReference> IKBonesToMove |
IK Bones to move.
| FBoneReference LeftHandFK |
Bone for Left Hand FK.
| FBoneReference LeftHandIK |
Bone for Left Hand IK.
| 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.
| FVector PerAxisAlpha |
Alpha values per axis to apply on the resulting retargeting translation.
| FBoneReference RightHandFK |
Bone for Right Hand FK.
| FBoneReference RightHandIK |
Bone for Right Hand IK.