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BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Struct
Adds a node that breaks a 'IKRig Stretch Limb Settings' into its member fields
Inputs
| Type | Name | Description |
|---|---|---|
| struct | IKRig Stretch Limb Settings |
Outputs
| Type | Name | Description |
|---|---|---|
| name | Start Bone | The start bone assigned to this solver (usually the thigh or shoulder). |
| name | End Bone | The end bone assigned to this solver (usually the foot or ball). |
| name | Goal | The end bone assigned to this solver (usually the foot or ball). |
| boolean | Enable Stretching | Determines whether to squash or stretch the bones to reach the goal. |
| real | Maximum Stretch Distance | The maximum distance the limb is allowed to stretch (beyond its rest length). Default is -1.0 (no limit). |
| real | Stretch Start Percent | The percentage of the bone chain length to straighten before stretching is applied (can prevent over extension).NOTE: At 1.0, the limb will not stretch until the goal is 100% of the length of the limb away from the root of the chain. |
| enum | Rotation Mode | Determines how to affect the orientation of the bones in the chain. |
| real | Rotate End Bone With Goal | Allow the end bone to be reoriented (0) or match the orientation of the goal (1). Range is 0-1. Default is 1.0. |
| integer | Iterations | Number of FABRIK iterations to correct bones lengths. Adjust until the end bone converges on the goal. Default is 8. |
| enum | Squash Mode | Control the falloff shape of the squash effect applied to the bones when the goal compresses the limb. Default is Uniform.NOTE: this has no effect if the Squash Strength is 0. |
| real | Squash Strength | The distance to squash the bones perpendicular to the pole vector when the limb is fully compressed.NOTE: tune this to help dense chains achieve a reasonable pose. Must be used with constraint iterations to fix bones lengths. |