| bEnableStretching |
bool |
Determines whether to squash or stretch the bones to reach the goal. |
Rig/Solvers/IKRigStretchLimb.h |
- BlueprintReadWrite
- EditAnywhere
- Category="Stretch Settings"
|
| EndBone |
FName |
The end bone assigned to this solver (usually the foot or ball). |
Rig/Solvers/IKRigStretchLimb.h |
- BlueprintReadOnly
- VisibleAnywhere
- Category="Limb Setup"
|
| Goal |
FName |
The end bone assigned to this solver (usually the foot or ball). |
Rig/Solvers/IKRigStretchLimb.h |
- BlueprintReadOnly
- VisibleAnywhere
- Category="Limb Setup"
|
| Iterations |
int32 |
Number of FABRIK iterations to correct bones lengths. |
Rig/Solvers/IKRigStretchLimb.h |
- BlueprintReadWrite
- EditAnywhere
- Category="Constraint Solving"
- Meta=(UIMin="0", UIMax="20.0")
|
| MaximumStretchDistance |
double |
The maximum distance the limb is allowed to stretch (beyond its rest length). |
Rig/Solvers/IKRigStretchLimb.h |
- BlueprintReadWrite
- EditAnywhere
- Category="Stretch Settings"
|
| RotateEndBoneWithGoal |
double |
Allow the end bone to be reoriented (0) or match the orientation of the goal (1). |
Rig/Solvers/IKRigStretchLimb.h |
- BlueprintReadWrite
- EditAnywhere
- Category="Rotation Settings"
- Meta=(UIMin="0.0", UIMax="1.0")
|
| RotationMode |
EStretchLimbRotationMode |
Determines how to affect the orientation of the bones in the chain. |
Rig/Solvers/IKRigStretchLimb.h |
- BlueprintReadWrite
- EditAnywhere
- Category="Rotation Settings"
|
| SquashMode |
EStretchLimbSquashMode |
Control the falloff shape of the squash effect applied to the bones when the goal compresses the limb. |
Rig/Solvers/IKRigStretchLimb.h |
- BlueprintReadWrite
- EditAnywhere
- Category="Constraint Solving"
|
| SquashStrength |
double |
The distance to squash the bones perpendicular to the pole vector when the limb is fully compressed. |
Rig/Solvers/IKRigStretchLimb.h |
- BlueprintReadWrite
- EditAnywhere
- Category="Constraint Solving"
- Meta=(UIMin="0", UIMax="200.0")
|
| StartBone |
FName |
The start bone assigned to this solver (usually the thigh or shoulder). |
Rig/Solvers/IKRigStretchLimb.h |
- BlueprintReadOnly
- VisibleAnywhere
- Category="Limb Setup"
|
| StretchStartPercent |
double |
The percentage of the bone chain length to straighten before stretching is applied (can prevent over extension). |
Rig/Solvers/IKRigStretchLimb.h |
- BlueprintReadWrite
- EditAnywhere
- Category="Stretch Settings"
- Meta=(ClampMin="0.1", ClampMax="1.0", UIMin="0.1", UIMax="1.0")
|