unreal.AnimNode_StrideWarping
¶
- class unreal.AnimNode_StrideWarping(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], stride_direction=[1.0, 0.0, 0.0], stride_scale=1.0, locomotion_speed=0.0, min_locomotion_speed_threshold=10.0, floor_normal_direction=[WarpingVectorMode.WORLD_SPACE_VECTOR, [0.0, 0.0, 1.0]], gravity_direction=[WarpingVectorMode.WORLD_SPACE_VECTOR, [0.0, 0.0, - 1.0]])¶
Bases:
unreal.AnimNode_SkeletalControlBase
Anim Node Stride Warping
C++ Source:
Plugin: AnimationWarping
Module: AnimationWarpingRuntime
File: AnimNode_StrideWarping.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 Clampclamp_ik_using_fk_limits
(bool): [Read-Write] Clamp IKUsing FKLimits: Clamps the IK foot warping to prevent over-extension relative to the overall FK legcompensate_ik_using_fk_thigh_rotation
(bool): [Read-Write] Compensate IKUsing FKThigh Rotation: Include warping adjustment to the FK thigh bones alongside the IK/FK foot definitions This is used to help preserve the original overall leg shapecomponent_pose
(ComponentSpacePoseLink): [Read-Write] Component Pose: Input linkdebug_draw_ik_foot_adjustment
(bool): [Read-Write] Debug Draw IKFoot Adjustment: Enable/Disable IK foot location debug drawing following initial foot adjustmentdebug_draw_ik_foot_final
(bool): [Read-Write] Debug Draw IKFoot Final: Enable/Disable IK foot location debug drawing following all adsjustments (Final warped result)debug_draw_ik_foot_origin
(bool): [Read-Write] Debug Draw IKFoot Origin: Enable/Disable IK foot location debug drawing prior to warpingdebug_draw_pelvis_adjustment
(bool): [Read-Write] Debug Draw Pelvis Adjustment: Enable/Disable pelvis debug drawing following adjustmentdebug_draw_scale
(float): [Read-Write] Debug Draw Scale: Scale all debug drawing visualization by a factordebug_draw_thigh_adjustment
(bool): [Read-Write] Debug Draw Thigh Adjustment: Enable/Disable thigh debug drawing following adjustmentenable_debug_draw
(bool): [Read-Write] Enable Debug Draw: Enable/Disable stride warping debug drawingfloor_normal_direction
(WarpingVectorValue): [Read-Write] Floor Normal Direction: Floor normal direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Up Vector: <0,0,1>foot_definitions
(Array(StrideWarpingFootDefinition)): [Read-Write] Foot Definitions: Foot definitions specifying the IK, FK, and Thigh bonegravity_direction
(WarpingVectorValue): [Read-Write] Gravity Direction: Gravity direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Down Vector: <0,0,-1>ik_foot_root_bone
(BoneReference): [Read-Write] IKFoot Root Bone: IK Foot Root Bone definitionlocomotion_speed
(float): [Read-Write] Locomotion Speed: Locomotion speed, specifying the current speed of the character This will be used in the following equation for computing the stride scale: [StrideScale = (LocomotionSpeed / RootMotionSpeed)] Note: This speed should be relative to the delta time of the animation graphStride scale is a value specifying the amount of warping applied to the IK foot definitions Example: A value of 0.5 will decrease the effective leg stride by half, while a value of 2.0 will double it
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-visitedmin_locomotion_speed_threshold
(float): [Read-Write] Min Locomotion Speed Threshold: Minimum locomotion speed required to apply stride warpingmode
(WarpingEvaluationMode): [Read-Write] Mode: Stride warping evaluation mode (Graph or Manual)orient_stride_direction_using_floor_normal
(bool): [Read-Write] Orient Stride Direction Using Floor Normal: Orients the specified (Manual) or computed (Graph) stride direction by the floor normalpelvis_bone
(BoneReference): [Read-Write] Pelvis Bone: Pevlis Bone definitionpelvis_ik_foot_solver
(IKFootPelvisPullDownSolver): [Read-Write] Pelvis IKFoot Solver: Solver for controlling how much the pelvis is “pulled down” towards the IK/FK foot definitions during leg limb extensionstride_direction
(Vector): [Read-Write] Stride Direction: Component-space stride direction Example: A value of <1,0,0> will warp the leg stride along the Forward Vectorstride_scale
(float): [Read-Write] Stride Scale: Stride scale, specifying the amount of warping applied to the foot definitions Example: A value of 0.5 will decrease the effective leg stride by half, while a value of 2.0 will double itstride_scale_modifier
(InputClampConstants): [Read-Write] Stride Scale Modifier: Modifies the final stride scale value by optionally clamping and/or interpolating
- property floor_normal_direction¶
[Read-Write] Floor Normal Direction: Floor normal direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Up Vector: <0,0,1>
- Type
- property gravity_direction¶
[Read-Write] Gravity Direction: Gravity direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Down Vector: <0,0,-1>
- Type
- property locomotion_speed¶
[Read-Write] Locomotion Speed: Locomotion speed, specifying the current speed of the character This will be used in the following equation for computing the stride scale: [StrideScale = (LocomotionSpeed / RootMotionSpeed)] Note: This speed should be relative to the delta time of the animation graph
Stride scale is a value specifying the amount of warping applied to the IK foot definitions Example: A value of 0.5 will decrease the effective leg stride by half, while a value of 2.0 will double it
- Type
(float)
- property min_locomotion_speed_threshold¶
[Read-Write] Min Locomotion Speed Threshold: Minimum locomotion speed required to apply stride warping
- Type
(float)