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API > API/Plugins > API/Plugins/IKRig
| Name | FIKRigSkeleton |
| Type | struct |
| Header File | /Engine/Plugins/Animation/IKRig/Source/IKRig/Public/Rig/IKRigSkeleton.h |
| Include Path | #include "Rig/IKRigSkeleton.h" |
Syntax
USTRUCT ()
struct FIKRigSkeleton
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneNames | TArray< FName > | Names of bones. Used to match hierarchy with runtime skeleton. | Rig/IKRigSkeleton.h |
|
| CurrentPoseGlobal | TArray< FTransform > | The current GLOBAL space pose of each bone. | Rig/IKRigSkeleton.h |
|
| CurrentPoseLocal | TArray< FTransform > | The current LOCAL space pose of each bone. | Rig/IKRigSkeleton.h |
|
| ExcludedBones | TArray< FName > | Sparse array of bones that are to be excluded from any solvers (parented around, treated as FK children). | Rig/IKRigSkeleton.h |
|
| ParentIndices | TArray< int32 > | Same length as BoneNames, stores index of parent for each bone. | Rig/IKRigSkeleton.h |
|
| RefPoseGlobal | TArray< FTransform > | The initial/reference GLOBAL space pose of each bone. | Rig/IKRigSkeleton.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedEndOfBranchIndices | TArray< int32 > | The branch bellow a specific bone. It stores the last element of the branch instead of the indices | Rig/IKRigSkeleton.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetBoneIndexFromName
(
const FName InName |
Rig/IKRigSkeleton.h | ||
const FName & GetBoneNameFromIndex
(
const int32 BoneIndex |
Rig/IKRigSkeleton.h | ||
int32 GetCachedEndOfBranchIndex
(
const int32 InBoneIndex |
Rig/IKRigSkeleton.h | ||
void GetChainsInList
(
const TArray< int32 >& SelectedBones, |
Rig/IKRigSkeleton.h | ||
int32 GetChildIndices
(
const int32 ParentBoneIndex, |
Rig/IKRigSkeleton.h | ||
void GetChildrenIndicesRecursive
(
const int32 BoneIndex, |
Rig/IKRigSkeleton.h | ||
| Given a set of bones, returns a set of indices of bones that are mirrored across X axis (YZ plane) return false if any of the bones do not have a mirrored pair within the MaxDistanceThreshold | Rig/IKRigSkeleton.h | ||
int32 GetParentIndex
(
const int32 BoneIndex |
Rig/IKRigSkeleton.h | ||
int32 GetParentIndexThatIsNotExcluded
(
const int32 BoneIndex |
Rig/IKRigSkeleton.h | ||
bool IsBoneExcluded
(
const int32 BoneIndex |
Rig/IKRigSkeleton.h | ||
| Rig/IKRigSkeleton.h | |||
void PropagateGlobalPoseBelowBone
(
const int32 BoneIndex |
Rig/IKRigSkeleton.h | ||
void Reset() |
Rig/IKRigSkeleton.h | ||
void SetInputSkeleton
(
const USkeletalMesh* SkeletalMesh, |
Rig/IKRigSkeleton.h | ||
void SetInputSkeleton
(
const FIKRigInputSkeleton& InputSkeleton, |
Rig/IKRigSkeleton.h | ||
void UpdateAllGlobalTransformFromLocal() |
Rig/IKRigSkeleton.h | ||
void UpdateAllLocalTransformFromGlobal() |
Rig/IKRigSkeleton.h | ||
void UpdateGlobalTransformFromLocal
(
const int32 BoneIndex |
Rig/IKRigSkeleton.h | ||
void UpdateLocalTransformFromGlobal
(
const int32 BoneIndex |
Rig/IKRigSkeleton.h | ||
bool ValidateChainAndGetBones
(
const FBoneChain& Chain, |
Get indices of bones in this chain, ordered from tip to root. returns false if chain is invalid. | Rig/IKRigSkeleton.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Rig/IKRigSkeleton.h | |||
static void NormalizeRotations
(
TArray< FTransform >& Transforms |
Rig/IKRigSkeleton.h |