Description
MedialToAnimSkeleton (v2)
Convert Medial Skeleton to Animation Skeleton Dataflow Node V 2
Input(s) :
MedialSkeleton [Intrinsic] - Medial skeleton of input mesh
AvoidIntersectingMesh - If provided, edges not intersecting this mesh will be preferred for inclusion in the skeleton
RootSelectionPoint - When SelectRootMethod is ClosestToPoint, find the closest cluster to this point
RootSelectionDirection - When SelectRootMethod is FarthestInDirection, the direction to search along
RootClusterIndex - If non-negative, the index of the medial axis cluster (sphere) to use as the root of the Skeleton
bAddCustomAnimationRoot - If true, add an extra root bone at CustomAnimationRootPosition, unrelated to any medial skeleton cluster
CustomAnimationRootPosition - The world-space position for the custom root bone. Only used when bAddCustomAnimationRoot is true.
| Module |
GeometryCollectionNodes |
| Category |
SkeletonUtil |
| Tags |
Skeletal Conversion |
| Type |
FConvertMedialSkeletonToAnimationSkeletonDataflowNode_v2 |
Parameters
| Name |
Description |
Permitted Types |
Default Value |
| EdgeWeightMethod |
|
EDataflowMedialSkeletonConversionEdgeWeightMethod |
ArrayOrder |
| MergeDisconnectedMethod |
|
EDataflowMedialSkeletonConversionMergeDisconnectedMethod |
ConnectClosestBones |
| SelectRootMethod |
Method to automatically select the root cluster when RootClusterIndex is not specified |
EDataflowMedialSkeletonConversionSelectRootMethod |
ArrayOrder |
| Name |
Description |
Permitted Types |
Default Value |
| MedialSkeleton |
Medial skeleton of input mesh |
FDataflowMedialSkeleton |
() |
| AvoidIntersectingMesh |
If provided, edges not intersecting this mesh will be preferred for inclusion in the skeleton |
TObjectPtr<UDataflowMesh> |
None |
| RootSelectionPoint |
When SelectRootMethod is ClosestToPoint, find the closest cluster to this point |
FVector |
(X=0.000000,Y=0.000000,Z=0.000000) |
| RootSelectionDirection |
When SelectRootMethod is FarthestInDirection, the direction to search along |
FVector |
(X=0.000000,Y=0.000000,Z=-1.000000) |
| RootClusterIndex |
If non-negative, the index of the medial axis cluster (sphere) to use as the root of the Skeleton |
int32 |
-1 |
| bAddCustomAnimationRoot |
If true, add an extra root bone at CustomAnimationRootPosition, unrelated to any medial skeleton cluster |
bool |
False |
| CustomAnimationRootPosition |
The world-space position for the custom root bone. Only used when bAddCustomAnimationRoot is true. |
FVector |
(X=0.000000,Y=0.000000,Z=0.000000) |
Outputs