unreal.AnimNode_OrientationWarping
¶
- class unreal.AnimNode_OrientationWarping(component_pose=[], lod_threshold=- 1, alpha_input_type=AnimAlphaInputType.FLOAT, alpha_bool_enabled=True, alpha=1.0, alpha_scale_bias=[1.0, 0.0], alpha_bool_blend=[0.0, 0.0, AlphaBlendOption.LINEAR, None], alpha_curve_name='None', alpha_scale_bias_clamp=[False, False, False, [0.0, 1.0], [0.0, 1.0], 1.0, 0.0, 0.0, 1.0, 10.0, 10.0], orientation_angle=0.0, locomotion_angle=0.0, locomotion_angle_delta_threshold=90.0)¶
Bases:
unreal.AnimNode_SkeletalControlBase
Anim Node Orientation Warping
C++ Source:
Plugin: AnimationWarping
Module: AnimationWarpingRuntime
File: AnimNode_OrientationWarping.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha
(float): [Read-Write] Alpha: Current strength of the skeletal controlalpha_bool_blend
(InputAlphaBoolBlend): [Read-Write] Alpha Bool Blendalpha_bool_enabled
(bool): [Read-Write] Alpha Bool Enabledalpha_curve_name
(Name): [Read-Write] Alpha Curve Namealpha_input_type
(AnimAlphaInputType): [Read-Write] Alpha Input Typealpha_scale_bias
(InputScaleBias): [Read-Write] Alpha Scale Biasalpha_scale_bias_clamp
(InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clampcomponent_pose
(ComponentSpacePoseLink): [Read-Write] Component Pose: Input linkdebug_draw_scale
(float): [Read-Write] Debug Draw Scale: Scale all debug drawing visualization by a factordistributed_bone_orientation_alpha
(float): [Read-Write] Distributed Bone Orientation Alpha: Specifies how much rotation is applied to the character body versus IK feetenable_debug_draw
(bool): [Read-Write] Enable Debug Draw: Enable/Disable orientation warping debug drawingik_foot_bones
(Array(BoneReference)): [Read-Write] IKFoot Bones: IK Foot definitionsik_foot_root_bone
(BoneReference): [Read-Write] IKFoot Root Bone: IK Foot Root Bone definitionlocomotion_angle
(float): [Read-Write] Locomotion Angle: The character locomotion angle (in degrees) relative to the specified RotationAxis This will be used in the following equation for computing the orientation angle: [Orientation = RotationBetween(RootMotionDirection, LocomotionDirection)]locomotion_angle_delta_threshold
(float): [Read-Write] Locomotion Angle Delta Threshold: Specifies an angle threshold to prevent erroneous over-rotation of the character, disabled with a value of 0When the effective orientation warping angle is detected to be greater than this value (default: 90 degrees) the locomotion direction will be inverted prior to warping This will be used in the following equation: [Orientation = RotationBetween(RootMotionDirection, -LocomotionDirection)]
Example: Playing a forward running animation while the motion is going backward Rather than orientation warping by 180 degrees, the system will warp by 0 degrees
lod_threshold
(int32): [Read-Write] LODThreshold: * Max LOD that this node is allowed to run * For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visitedmode
(WarpingEvaluationMode): [Read-Write] Mode: Orientation warping evaluation mode (Graph or Manual)orientation_angle
(float): [Read-Write] Orientation Angle: The desired orientation angle (in degrees) to warp by relative to the specified RotationAxisrotation_axis
(AxisType): [Read-Write] Rotation Axis: Rotation axis used when rotating the character bodyrotation_interp_speed
(float): [Read-Write] Rotation Interp Speed: Specifies the interpolation speed (in Alpha per second) towards reaching the final warped rotation angle A value of 0 will cause instantaneous rotation, while a greater value will introduce smoothingspine_bones
(Array(BoneReference)): [Read-Write] Spine Bones: Spine bone definitions Used to counter rotate the body in order to keep the character facing forward The amount of counter rotation applied is driven by DistributedBoneOrientationAlpha
- property locomotion_angle¶
[Read-Write] Locomotion Angle: The character locomotion angle (in degrees) relative to the specified RotationAxis This will be used in the following equation for computing the orientation angle: [Orientation = RotationBetween(RootMotionDirection, LocomotionDirection)]
- Type
(float)
- property locomotion_angle_delta_threshold¶
[Read-Write] Locomotion Angle Delta Threshold: Specifies an angle threshold to prevent erroneous over-rotation of the character, disabled with a value of 0
When the effective orientation warping angle is detected to be greater than this value (default: 90 degrees) the locomotion direction will be inverted prior to warping This will be used in the following equation: [Orientation = RotationBetween(RootMotionDirection, -LocomotionDirection)]
Example: Playing a forward running animation while the motion is going backward Rather than orientation warping by 180 degrees, the system will warp by 0 degrees
- Type
(float)