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| FAnimNode_Base
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Module |
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Header |
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h |
Include |
#include "BoneControllers/AnimNode_Fabrik.h" |
struct FAnimNode_Fabrik : public FAnimNode_SkeletalControlBase
Controller which implements the FABRIK IK approximation algorithm - see http://www.academia.edu/9165835/FABRIK_A_fast_iterative_solver_for_the_Inverse_Kinematics_problem for details
Name | Description | ||
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bEnableDebugDraw |
Toggle drawing of axes to debug joint rotation |
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TEnumAsByte< en... |
EffectorRotationSource |
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EffectorTarget |
If EffectorTransformSpace is a bone, this is the bone to use. |
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EffectorTransform |
Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target location |
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TEnumAsByte< en... |
EffectorTransformSpace |
Reference frame of Effector Transform. |
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MaxIterations |
Maximum number of iterations allowed, to control performance. |
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float |
Precision |
Tolerance for final tip location delta from EffectorLocation |
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RootBone |
Name of the root bone |
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TipBone |
Name of tip bone |
Name | Description | |
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FAnimNode_Fabrik() |
Name | Description | ||
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ConditionalDebugDraw ( |
Name | Description | ||
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EvaluateSkeletalControl_AnyThread ( |
Evaluate the new component-space transforms for the affected bones. |
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IsValidToEvaluate ( |
Return true if it is valid to Evaluate |
Name | Description | ||
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GatherDebugData ( |
Called to gather on-screen debug data. This is called on the game thread. |
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Initialize_AnyThread ( |
Called when the node first runs. |
Name | Description | ||
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EffectorTransformBone_DEPRECATED |
If EffectorTransformSpace is a bone, this is the bone to use. |