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

A modular structure that holds foot placement data. Designed to be scalable (e.g., for characters with more than two feet) future-proof, i want to scale this to be used by centipedes lets see. More...

Public Member Functions

Functions
FGothicFootData & opAssign (FGothicFootData Other)

Public Attributes

FootPlacement
float32 IKOffset
 Offset to be applied to the IK foot transform.
float32 TraceDistance
 Distance used for ground tracing.
Settings
int NumBonesInLimb
 Number of bones in the limb (default is 2 for human unless....).
FBoneReference FKFootBone
 Bone to be planted. For feet, this is typically the heel/ankle joint.
FName DisableLockCurveName
 Name of the curve representing the locking alpha.
FName DisableLegCurveName
 Curve to disable the effect of foot placement on this leg.
FBoneReference BallBone
 Secondary plant bone. For feet, typically the ball joint.
FBoneReference IKFootBone
 Optional IK bone for the foot.
FName SpeedCurveName
 Name of the curve representing the foot/ball speed.

Detailed Description

A modular structure that holds foot placement data. Designed to be scalable (e.g., for characters with more than two feet) future-proof, i want to scale this to be used by centipedes lets see.

Member Function Documentation

◆ opAssign()

FGothicFootData & opAssign ( FGothicFootData Other)

Member Data Documentation

◆ BallBone

FBoneReference BallBone

Secondary plant bone. For feet, typically the ball joint.

◆ DisableLegCurveName

FName DisableLegCurveName

Curve to disable the effect of foot placement on this leg.

◆ DisableLockCurveName

FName DisableLockCurveName

Name of the curve representing the locking alpha.

◆ FKFootBone

FBoneReference FKFootBone

Bone to be planted. For feet, this is typically the heel/ankle joint.

◆ IKFootBone

FBoneReference IKFootBone

Optional IK bone for the foot.

◆ IKOffset

float32 IKOffset

Offset to be applied to the IK foot transform.

◆ NumBonesInLimb

int NumBonesInLimb

Number of bones in the limb (default is 2 for human unless....).

◆ SpeedCurveName

FName SpeedCurveName

Name of the curve representing the foot/ball speed.

◆ TraceDistance

float32 TraceDistance

Distance used for ground tracing.