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 control

  • alpha_bool_blend (InputAlphaBoolBlend): [Read-Write] Alpha Bool Blend

  • alpha_bool_enabled (bool): [Read-Write] Alpha Bool Enabled

  • alpha_curve_name (Name): [Read-Write] Alpha Curve Name

  • alpha_input_type (AnimAlphaInputType): [Read-Write] Alpha Input Type

  • alpha_scale_bias (InputScaleBias): [Read-Write] Alpha Scale Bias

  • alpha_scale_bias_clamp (InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clamp

  • clamp_ik_using_fk_limits (bool): [Read-Write] Clamp IKUsing FKLimits: Clamps the IK foot warping to prevent over-extension relative to the overall FK leg

  • compensate_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 shape

  • component_pose (ComponentSpacePoseLink): [Read-Write] Component Pose: Input link

  • debug_draw_ik_foot_adjustment (bool): [Read-Write] Debug Draw IKFoot Adjustment: Enable/Disable IK foot location debug drawing following initial foot adjustment

  • debug_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 warping

  • debug_draw_pelvis_adjustment (bool): [Read-Write] Debug Draw Pelvis Adjustment: Enable/Disable pelvis debug drawing following adjustment

  • debug_draw_scale (float): [Read-Write] Debug Draw Scale: Scale all debug drawing visualization by a factor

  • debug_draw_thigh_adjustment (bool): [Read-Write] Debug Draw Thigh Adjustment: Enable/Disable thigh debug drawing following adjustment

  • enable_debug_draw (bool): [Read-Write] Enable Debug Draw: Enable/Disable stride warping debug drawing

  • floor_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 bone

  • gravity_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 definition

  • locomotion_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 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

  • 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-visited

  • min_locomotion_speed_threshold (float): [Read-Write] Min Locomotion Speed Threshold: Minimum locomotion speed required to apply stride warping

  • mode (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 normal

  • pelvis_bone (BoneReference): [Read-Write] Pelvis Bone: Pevlis Bone definition

  • pelvis_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 extension

  • stride_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 Vector

  • stride_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 it

  • stride_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

(WarpingVectorValue)

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

(WarpingVectorValue)

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)

property stride_direction

[Read-Write] Stride Direction: Component-space stride direction Example: A value of <1,0,0> will warp the leg stride along the Forward Vector

Type

(Vector)

property stride_scale

[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 it

Type

(float)