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| FRigVMStruct
|
Module |
|
Header |
/Engine/Plugins/Experimental/FullBodyIK/Source/PBIK/Public/RigUnit_PBIK.h |
Include |
#include "RigUnit_PBIK.h" |
USTRUCT(
Meta=(DisplayName="Full Body IK", Category="Hierarchy", Keywords="Position Based, PBIK, IK, Full Body, Multi, Effector, N-Chain, FB, HIK, HumanIK", NodeColor="0 1 1"))
struct FRigUnit_PBIK : public FRigUnit_HighlevelBaseMutable
Based on a Position Based solver at core, this node can solve multi chains within a root using multi effectors
Name | Description | ||
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bNeedsInit |
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BoneSettings |
Per-bone settings to control the resulting pose. Includes limits and preferred angles. |
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BoneSettingToSolverBoneIndex |
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Debug |
Debug drawing options. |
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Effectors |
An array of effectors. These specify target transforms for different parts of the skeleton. |
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EffectorSolverIndices |
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ExcludedBones |
These bones will be excluded from the solver. |
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Root |
This is usually the top-most skinned bone; often the "Pelvis" or "Hips", but can be set to any bone. |
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Settings |
Global solver settings. |
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Solver |
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SolverBoneToElementIndex |
Name | Description | |
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FRigUnit_PBIK() |
Name | Description | ||
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Execute ( |
Execute logic for this rig unit |