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class SkelControlSpline extends SkelControlBase native(Anim); /** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. * * Controller that configures the bones above the controlled one in the hierarchy into a smooth curve. */ cpptext { // USkelControlBase interface virtual void GetAffectedBones(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<INT>& OutBoneIndices); virtual void CalculateNewBoneTransforms(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<FBoneAtom>& OutBoneTransforms); } /** Number of bones above the active one in the hierarchy to modify to make into a smooth curve. */ var(Spline) int SplineLength; /** Axis of the controlled bone (ie the end of the spline) to use as the direction for the curve. */ var(Spline) EAxis SplineBoneAxis; /** Invert the direction we get for the start of the spline. */ var(Spline) bool bInvertSplineBoneAxis; /** Strength of tangent at the controlled bone. */ var(Spline) float EndSplineTension; /** Strength of tangent at the start of the chain. */ var(Spline) float StartSplineTension; enum ESplineControlRotMode { /** Do not modify rotation of bones along the spline. */ SCR_NoChange, /** By applying the 'minimum' rotation needed, point the SplineBoneAxis of each bone along the direction of the spline. */ SCR_AlongSpline, /** Interpolate the rotation of each bone between the rotation of the bone at the start and end of the spline. */ SCR_Interpolate }; /** Controls how the rotation of each bone along the length of the spline is modified. */ var(Spline) ESplineControlRotMode BoneRotMode; defaultproperties { SplineLength=2 SplineBoneAxis=AXIS_X EndSplineTension=10.0 StartSplineTension=10.0 } |
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