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Engine.SkelControl_CCD_IK

Extends
SkelControlBase
Modifiers
native ( Anim )

CCD IK or "Cyclic-Coordinate Descent Inverse kinematics" Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.AnimObject
   |   
   +-- Engine.SkelControlBase
      |   
      +-- Engine.SkelControl_CCD_IK

Variables Summary
INTIterationsCount
CCD
Array<FLOAT>AngleConstraint
boolbNoTurnOptimization
boolbStartFromTail
FLOATMaxAngleSteps
INTMaxPerBoneIterations
intNumBones
FLOATPrecision
Effector
vectorEffectorLocation
EBoneControlSpaceEffectorLocationSpace
nameEffectorSpaceBoneName
vectorEffectorTranslationFromBone
Inherited Variables from Engine.SkelControlBase
AnimMetaDataUpdateTag, AnimMetadataWeight, bControlledByAnimMetada, bEnableEaseInOut, bIgnoreWhenNotRendered, bInitializedCachedNodeList, bInvertMetadataWeight, BlendInTime, BlendOutTime, BlendTimeToGo, BlendType, BoneScale, bPostPhysicsController, bPropagateSetActive, bSetStrengthFromAnimNode, bShouldTickInScript, CachedNodeList, ControlName, ControlPosX, ControlPosY, ControlStrength, ControlTickTag, IgnoreAtOrAboveLOD, NextControl, StrengthAnimNodeNameList, StrengthTarget
Inherited Variables from Engine.AnimObject
CategoryDesc, DrawHeight, DrawWidth, NodePosX, NodePosY, OutDrawY, SkelComponent

Enumerations Summary
Inherited Enumerations from Engine.SkelControlBase
EBoneControlSpace

Functions Summary
Inherited Functions from Engine.SkelControlBase
GetControlMetadataWeight, SetSkelControlActive, SetSkelControlStrength, TickSkelControl


Variables Detail

IterationsCount Source code

var const INT IterationsCount;
Iterations count for last render. Read only.

CCD

AngleConstraint Source code

var(CCD) const Array<FLOAT> AngleConstraint;
Joint Angle Constraint

bNoTurnOptimization Source code

var(CCD) bool bNoTurnOptimization;
if TRUE, skip update when turn is negligible.

bStartFromTail Source code

var(CCD) bool bStartFromTail;
By default CCD starts at end of chain and goes backwards. If TRUE, do the opposite.

MaxAngleSteps Source code

var(CCD) FLOAT MaxAngleSteps;
Max Angle Steps

MaxPerBoneIterations Source code

var(CCD) INT MaxPerBoneIterations;
Loop MaxPerBoneIterations per bone in the chain.

NumBones Source code

var(CCD) int NumBones;
Number of bones above the active one in the hierarchy to modify and apply CCD IK.

Precision Source code

var(CCD) FLOAT Precision;
Error tolerance to consider IK Target reached, in squared units.

Effector

EffectorLocation Source code

var(Effector) vector EffectorLocation;
Where you want the controlled bone to be. Will be placed as close as possible within the constraints of the limb.

EffectorLocationSpace Source code

var(Effector) EBoneControlSpace EffectorLocationSpace;
Reference frame that the DesiredLocation is defined in.

EffectorSpaceBoneName Source code

var(Effector) name EffectorSpaceBoneName;
Name of bone used if DesiredLocationSpace is BCS_OtherBoneSpace.

EffectorTranslationFromBone Source code

var(Effector) vector EffectorTranslationFromBone;
Translation from bone


Defaultproperties

defaultproperties
{
	EffectorLocationSpace=BCS_WorldSpace
	NumBones=2
	MaxPerBoneIterations=3
	MaxAngleSteps=0.4f
	Precision=0.1f
}

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Creation time: ti 22-3-2011 19:56:57.134 - Created with UnCodeX