unreal.AnimNode_FootPlacement
¶
- class unreal.AnimNode_FootPlacement(component_pose: ComponentSpacePoseLink = [], lod_threshold: int = 0, alpha_input_type: AnimAlphaInputType = Ellipsis, alpha_bool_enabled: bool = False, alpha: float = 0.0, alpha_scale_bias: InputScaleBias = Ellipsis, alpha_bool_blend: InputAlphaBoolBlend = Ellipsis, alpha_curve_name: Name = 'None', alpha_scale_bias_clamp: InputScaleBiasClamp = Ellipsis, pelvis_settings: FootPlacementPelvisSettings = [], plant_settings: FootPlacementPlantSettings = [], interpolation_settings: FootPlacementInterpolationSettings = [], trace_settings: FootPlacementTraceSettings = [])¶
Bases:
AnimNode_SkeletalControlBase
Anim Node Foot Placement
C++ Source:
Plugin: AnimationWarping
Module: AnimationWarpingRuntime
File: AnimNode_FootPlacement.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha
(float): [Read-Write] Current strength of the skeletal controlalpha_bool_blend
(InputAlphaBoolBlend): [Read-Write]alpha_bool_enabled
(bool): [Read-Write]alpha_curve_name
(Name): [Read-Write]alpha_input_type
(AnimAlphaInputType): [Read-Write]alpha_scale_bias
(InputScaleBias): [Read-Write]alpha_scale_bias_clamp
(InputScaleBiasClamp): [Read-Write]component_pose
(ComponentSpacePoseLink): [Read-Write] Input linkik_foot_root_bone
(BoneReference): [Read-Write]interpolation_settings
(FootPlacementInterpolationSettings): [Read-Write]leg_definitions
(Array[FootPlacemenLegDefinition]): [Read-Write]lod_threshold
(int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreshold 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-visitedpelvis_bone
(BoneReference): [Read-Write]pelvis_settings
(FootPlacementPelvisSettings): [Read-Write]plant_settings
(FootPlacementPlantSettings): [Read-Write]plant_speed_mode
(WarpingEvaluationMode): [Read-Write] Foot/Ball speed evaluation mode (Graph or Manual) used to decide when the feet are locked Graph mode uses the root motion attribute from the animations to calculate the joint’s speed Manual mode uses a per-foot curve name representing the joint’s speedtrace_settings
(FootPlacementTraceSettings): [Read-Write]
- property interpolation_settings: FootPlacementInterpolationSettings¶
[Read-Write]
- property pelvis_settings: FootPlacementPelvisSettings¶
[Read-Write]
- Type:
- property plant_settings: FootPlacementPlantSettings¶
[Read-Write]
- Type:
- property trace_settings: FootPlacementTraceSettings¶
[Read-Write]
- Type: