#include <AnimNode_LegIK.h>
◆ FAnimLegIKDefinition()
| FAnimLegIKDefinition::FAnimLegIKDefinition |
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◆ bEnableKneeTwistCorrection
| bool FAnimLegIKDefinition::bEnableKneeTwistCorrection |
Enable Knee Twist correction, by comparing Foot FK with Foot IK orientation.
◆ bEnableRotationLimit
| bool FAnimLegIKDefinition::bEnableRotationLimit |
If enabled, we prevent the leg from bending backwards and enforce a min compression angle
◆ FKFootBone
◆ FootBoneForwardAxis
Forward Axis for Foot bone.
◆ HingeRotationAxis
Hinge Bones Rotation Axis. This is essentially the plane normal for (hip - knee - foot).
◆ IKFootBone
◆ MinRotationAngle
| float FAnimLegIKDefinition::MinRotationAngle |
Only used if bEnableRotationLimit is enabled. Prevents the leg from folding onto itself, and forces at least this angle between Parent and Child bone.
◆ NumBonesInLimb
| int32 FAnimLegIKDefinition::NumBonesInLimb |
◆ TwistOffsetCurveName
| FName FAnimLegIKDefinition::TwistOffsetCurveName |
Name of the curve to use as the twist offset angle(in degrees). This is useful for injecting knee motion, while keeping the IK chain's goal/hand and root/hip locked in place. Reasonable values are usually between -+15 degrees, although this is depends on how far in/out the knee is in the original pose.
The documentation for this struct was generated from the following file: