Module |
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Header |
/Engine/Source/Runtime/Engine/Public/AnimationRuntime.h |
Include |
#include "AnimationRuntime.h" |
class FAnimationRuntime
In AnimationRunTime Library, we extract animation data based on Skeleton hierarchy, not ref pose hierarchy. Ref pose will need to be re-mapped later
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AccumulateAdditivePose ( |
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AccumulateLocalSpaceAdditivePose ( |
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AccumulateMeshSpaceRotationAdditiveToLocalPose ( |
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ETypeAdvance... |
AdvanceTime ( |
Advance CurrentTime to CurrentTime + MoveDelta. |
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AppendActiveMorphTargets ( |
Combine CurveKeys (that reference morph targets by name) and ActiveAnims (that reference morphs by reference) into the ActiveMorphTargets array. |
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ApplyWeightToTransform ( |
Apply Weight to the Transform Atoms = Weight * Atoms at the end |
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BlendPosesPerBoneFilter ( |
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BlendPosesTogether ( |
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BlendPosesTogether ( |
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BlendPosesTogetherIndirect ( |
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BlendPosesTogetherPerBone ( |
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BlendPosesTogetherPerBone ( |
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BlendPosesTogetherPerBoneInMeshSpace ( |
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BlendTwoPosesTogether ( |
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BlendTwoPosesTogetherPerBone ( |
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CombineWithAdditiveAnimations ( |
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ContainsNaN ( |
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ConvertBoneSpaceTransformToCS ( |
Convert a FTransform in a specified bone space to ComponentSpace. |
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ConvertCSTransformToBoneSpace ( |
Convert a ComponentSpace FTransform to specified bone space. |
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ConvertMeshRotationPoseToLocalSpace ( |
Convert a MeshSpaceRotation pose to Local Space. Rotations are NOT normalized. |
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ConvertPoseToAdditive ( |
Convert TargetPose into an AdditivePose, by doing TargetPose = TargetPose - BasePose |
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ConvertPoseToMeshRotation ( |
Convert LocalPose into MeshSpaceRotations. Rotations are NOT normalized. |
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ConvertPoseToMeshSpace ( |
Convert LocalTransforms into MeshSpaceTransforms over RequiredBones. |
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ConvertTransformToAdditive ( |
Convert transform to additive |
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CreateMaskWeights ( |
Create Mast Weight for skeleton joints, not per mesh or per required bones You'll have to filter properly with correct mesh joint or required boens The depth should not change based on LOD or mesh or skeleton They still should contain same depth |
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EnsureParentsPresent ( |
Utility for taking an array of bone indices and ensuring that all parents are present (ie. all bones between those in the array and the root are present). |
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ExcludeBonesWithNoParents ( |
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FillUpComponentSpaceTransforms ( |
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FillUpComponentSpaceTransformsRefPose ( |
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FillUpComponentSpaceTransformsRetargetBasePose ( |
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FillUpComponentSpaceTransformsRetargetBasePose ( |
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FillWithRefPose ( |
Fill ref pose |
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FillWithRetargetBaseRefPose ( |
Fill with retarget base ref pose but this isn't used during run-time, so it always copies all of them |
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GetComponentSpaceRefPose ( |
Get Reference Component Space Transform |
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GetComponentSpaceTransform ( |
Space bases |
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GetComponentSpaceTransformRefPose ( |
Space bases |
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const FTrans... |
GetComponentSpaceTransformWithCache ( |
Calculate the component-space bone transform for the specified bone. |
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GetKeyIndicesFromTime |
Get Key Indices (start/end with alpha from start) with input parameter Time, NumFrames from % from StartKeyIndex, meaning (CurrentKeyIndex(float)-StartKeyIndex)/(EndKeyIndex-StartKeyIndex) by this Start-End, it will be between 0-(NumFrames-1), not number of Pos/Rot key tracks |
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GetSpaceTransform |
FA2Pose/FA2CSPose Interfaces for template functions. |
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GetSpaceTransform |
FA2Pose/FA2CSPose Interfaces for template functions. |
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GetStringDistance |
Calculate distance how close two strings are. |
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HasWeight ( |
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InitializeTransform ( |
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IsFullWeight ( |
Weight utility functions |
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LerpBoneTransforms ( |
Lerp for BoneTransforms. |
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LerpPoses ( |
Lerp for FCompactPose. |
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LerpPosesPerBone ( |
Lerp for FCompactPose. |
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LerpPosesWithBoneIndexList ( |
Lerp for FCompactPose. |
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MakeSkeletonRefPoseFromMesh ( |
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NormalizeRotations ( |
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NormalizeRotations ( |
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RetargetBoneTransform ( |
Retarget a single bone transform, to apply right after extraction. |
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RetargetBoneTransform ( |
Retarget a single bone transform, to apply right after extraction. |
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SetSpaceTransform ( |
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SetSpaceTransform ( |
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TickBlendWeight ( |
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UpdateDesiredBoneWeight ( |
Name |
Description |
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EBlendPosesPerBoneFilterFlags |
Blending flags for BlendPosesPerBoneFilter |
Name | Description | ||
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AccumulateAdditivePose ( |
Use AccumulateAdditivePose with other signature |
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AccumulateLocalSpaceAdditivePose ( |
Use AccumulateAdditivePose with other signature |
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AccumulateMeshSpaceRotationAdditiveToLocalPose ( |
Use AccumulateAdditivePose with other signature |
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BlendPosesPerBoneFilter ( |
Please use the BlendPosesPerBoneFilterwith different signature. |
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BlendPosesTogether ( |
Use BlendPosesTogether with other signature |
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BlendPosesTogether ( |
Use BlendPosesTogether with other signature |
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BlendPosesTogetherIndirect ( |
Use BlendPosesTogetherIndirect with other signature |
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BlendPosesTogetherPerBone ( |
Use BlendPosesTogetherPerBone with other signature |
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BlendPosesTogetherPerBone ( |
Use BlendPosesTogetherPerBone with other signature |
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BlendPosesTogetherPerBoneInMeshSpace ( |
Use BlendPosesTogetherPerBone with other signature |
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BlendTransformsByWeight ( |
Please use BlendTransform() for weighted blending |
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BlendTwoPosesTogether ( |
Use BlendTwoPosesTogether with other signature |
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BlendTwoPosesTogetherPerBone ( |
Use BlendTwoPosesTogether with other signature |
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ConvertBoneSpaceTransformToCS ( |
Please use the ConvertBoneSpaceTransformToCS with a transform as the first argument |
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ConvertCSTransformToBoneSpace ( |
Please use the ConvertCSTransformToBoneSpace with a transform as the first argument |