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

Simple 2 Bone IK Controller. More...

Public Member Functions

Functions
void SetbAllowStretching (bool Value)
 Should stretching be allowed, to be prevent over extension.
void SetbTakeRotationFromEffectorSpace (bool Value)
 Set end bone to use End Effector rotation.
void SetbMaintainEffectorRelRot (bool Value)
 Keep local rotation of end bone.
void SetbAllowTwist (bool Value)
 Whether or not to apply twist on the chain of joints. This clears the twist value along the TwistAxis.
FAnimNode_TwoBoneIK & opAssign (FAnimNode_TwoBoneIK Other)
Public Member Functions inherited from FAnimNode_SkeletalControlBase
FAnimNode_SkeletalControlBase & opAssign (FAnimNode_SkeletalControlBase Other)

Public Attributes

Alpha
FInputScaleBias AlphaScaleBias
float32 Alpha
 Current strength of the skeletal control.
FName AlphaCurveName
FInputScaleBiasClamp AlphaScaleBiasClamp
bool bAlphaBoolEnabled
EAnimAlphaInputType AlphaInputType
FInputAlphaBoolBlend AlphaBoolBlend
Effector
FVector EffectorLocation
 Effector Location. Target Location to reach.
FBoneSocketTarget EffectorTarget
EBoneControlSpace EffectorLocationSpace
 Reference frame of Effector Location.
IK
FAxis TwistAxis
 Specify which axis it's aligned. Used when removing twist.
float StartStretchRatio
 Limits to use if stretching is allowed. This value determines when to start stretch. For example, 0.9 means once it reaches 90% of the whole length of the limb, it will start apply.
float MaxStretchScale
 Limits to use if stretching is allowed. This value determins what is the max stretch scale. For example, 1.5 means it will stretch until 150 % of the whole length of the limb.
FBoneReference IKBone
 Name of bone to control. This is the main bone chain to modify from. *.
JointTarget
FVector JointTargetLocation
 Joint Target Location. Location used to orient Joint bone. *.
FBoneSocketTarget JointTarget
EBoneControlSpace JointTargetLocationSpace
 Reference frame of Joint Target Location.
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

Simple 2 Bone IK Controller.

Member Function Documentation

◆ opAssign()

◆ SetbAllowStretching()

void SetbAllowStretching ( bool Value)

Should stretching be allowed, to be prevent over extension.

◆ SetbAllowTwist()

void SetbAllowTwist ( bool Value)

Whether or not to apply twist on the chain of joints. This clears the twist value along the TwistAxis.

◆ SetbMaintainEffectorRelRot()

void SetbMaintainEffectorRelRot ( bool Value)

Keep local rotation of end bone.

◆ SetbTakeRotationFromEffectorSpace()

void SetbTakeRotationFromEffectorSpace ( bool Value)

Set end bone to use End Effector rotation.

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.

◆ EffectorLocation

FVector EffectorLocation

Effector Location. Target Location to reach.

◆ EffectorLocationSpace

EBoneControlSpace EffectorLocationSpace

Reference frame of Effector Location.

◆ EffectorTarget

FBoneSocketTarget EffectorTarget

◆ IKBone

Name of bone to control. This is the main bone chain to modify from. *.

◆ JointTarget

FBoneSocketTarget JointTarget

◆ JointTargetLocation

FVector JointTargetLocation

Joint Target Location. Location used to orient Joint bone. *.

◆ JointTargetLocationSpace

EBoneControlSpace JointTargetLocationSpace

Reference frame of Joint Target Location.

◆ 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.

◆ MaxStretchScale

float MaxStretchScale

Limits to use if stretching is allowed. This value determins what is the max stretch scale. For example, 1.5 means it will stretch until 150 % of the whole length of the limb.

◆ StartStretchRatio

float StartStretchRatio

Limits to use if stretching is allowed. This value determines when to start stretch. For example, 0.9 means once it reaches 90% of the whole length of the limb, it will start apply.

◆ TwistAxis

FAxis TwistAxis

Specify which axis it's aligned. Used when removing twist.