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bool |
bEnableStretch |
If set to true the stretch feature of the solver will be enabled |
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FName |
BoneA |
The name of first bone |
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float |
BoneALength |
The length of the first bone. If set to 0.0 it will be determined by the hierarchy |
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FName |
BoneB |
The name of second bone |
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float |
BoneBLength |
The length of the second bone. If set to 0.0 it will be determined by the hierarchy |
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bool |
bPropagateToChildren |
If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. |
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FCachedRigElement |
CachedBoneAIndex |
|
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FCachedRigElement |
CachedBoneBIndex |
|
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FCachedRigElement |
CachedEffectorBoneIndex |
|
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FCachedRigElement |
CachedPoleVectorSpaceIndex |
|
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FRigUnit_TwoBoneIKSimple_DebugSettings |
DebugSettings |
The settings for debug drawing |
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FTransform |
Effector |
The transform of the effector |
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FName |
EffectorBone |
The name of the effector bone (if exists) |
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FVector |
PoleVector |
The polevector to use for the IK solver This can be a location or direction. |
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EControlRigVectorKind |
PoleVectorKind |
The kind of pole vector this is representing - can be a direction or a location |
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FName |
PoleVectorSpace |
The space in which the pole vector is expressed |
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FVector |
PrimaryAxis |
The major axis being aligned - along the bone |
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FVector |
SecondaryAxis |
The minor axis being aligned - towards the polevector |
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float |
SecondaryAxisWeight |
Determines how much the secondary axis roll is being applied |
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float |
StretchMaximumRatio |
The maximum allowed stretch ratio |
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float |
StretchStartRatio |
The ratio where the stretch starts |
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float |
Weight |
The weight of the solver - how much the IK should be applied. |