unreal.AnimNode_OrientationWarping
¶
- class unreal.AnimNode_OrientationWarping(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, orientation_angle: float = 0.0, locomotion_angle: float = 0.0, min_root_motion_speed_threshold: float = 0.0, locomotion_angle_delta_threshold: float = 0.0)¶
Bases:
AnimNode_SkeletalControlBase
Anim Node Orientation Warping
C++ Source:
Plugin: AnimationWarping
Module: AnimationWarpingRuntime
File: AnimNode_OrientationWarping.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 linkdebug_draw_scale
(float): [Read-Write] Scale all debug drawing visualization by a factordistributed_bone_orientation_alpha
(float): [Read-Write] Specifies how much rotation is applied to the character body versus IK feetenable_debug_draw
(bool): [Read-Write] Enable/Disable orientation warping debug drawingik_foot_bones
(Array[BoneReference]): [Read-Write] IK Foot definitionsik_foot_root_bone
(BoneReference): [Read-Write] IK Foot Root Bone definitionlocomotion_angle
(float): [Read-Write] The character locomotion angle (in degrees) relative to the specified RotationAxis This will be used in the following equation for computing the orientation angle: [Orientation = RotationBetween(RootMotionDirection, LocomotionDirection)]locomotion_angle_delta_threshold
(float): [Read-Write] Specifies an angle threshold to prevent erroneous over-rotation of the character, disabled with a value of 0When the effective orientation warping angle is detected to be greater than this value (default: 90 degrees) the locomotion direction will be inverted prior to warping This will be used in the following equation: [Orientation = RotationBetween(RootMotionDirection, -LocomotionDirection)]
Example: Playing a forward running animation while the motion is going backward Rather than orientation warping by 180 degrees, the system will warp by 0 degrees
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-visitedmax_offset_angle
(float): [Read-Write]min_root_motion_speed_threshold
(float): [Read-Write] Minimum root motion speed required to apply orientation warping This is useful to prevent unnatural re-orientation when the animation has a portion with no root motion (i.e starts/stops/idles) When this value is greater than 0, it’s recommended to enable interpolation with RotationInterpSpeed > 0mode
(WarpingEvaluationMode): [Read-Write] Orientation warping evaluation mode (Graph or Manual)offset_alpha
(float): [Read-Write]orientation_angle
(float): [Read-Write] The desired orientation angle (in degrees) to warp by relative to the specified RotationAxisrotation_axis
(AxisType): [Read-Write] Rotation axis used when rotating the character bodyrotation_interp_speed
(float): [Read-Write] Specifies the interpolation speed (in Alpha per second) towards reaching the final warped rotation angle A value of 0 will cause instantaneous rotation, while a greater value will introduce smoothingspine_bones
(Array[BoneReference]): [Read-Write] Spine bone definitions Used to counter rotate the body in order to keep the character facing forward The amount of counter rotation applied is driven by DistributedBoneOrientationAlphawarping_alpha
(float): [Read-Write]
- property locomotion_angle: float¶
[Read-Write] The character locomotion angle (in degrees) relative to the specified RotationAxis This will be used in the following equation for computing the orientation angle: [Orientation = RotationBetween(RootMotionDirection, LocomotionDirection)]
- Type:
(float)
- property locomotion_angle_delta_threshold: float¶
[Read-Write] Specifies an angle threshold to prevent erroneous over-rotation of the character, disabled with a value of 0
When the effective orientation warping angle is detected to be greater than this value (default: 90 degrees) the locomotion direction will be inverted prior to warping This will be used in the following equation: [Orientation = RotationBetween(RootMotionDirection, -LocomotionDirection)]
Example: Playing a forward running animation while the motion is going backward Rather than orientation warping by 180 degrees, the system will warp by 0 degrees
- Type:
(float)
- property min_root_motion_speed_threshold: float¶
[Read-Write] Minimum root motion speed required to apply orientation warping This is useful to prevent unnatural re-orientation when the animation has a portion with no root motion (i.e starts/stops/idles) When this value is greater than 0, it’s recommended to enable interpolation with RotationInterpSpeed > 0
- Type:
(float)