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Force low quality reflections. |
Force Not Use Pre-Integrated GF for Simple IBL |
Force not use pre-integrated GF for simple IBL. |
Disable Material Normal Calculation |
Disable material normal calculation. |
Mobile Shadow Mapping Quality |
Mobile shadow mapping quality. |
Update Preview Shaders |
This button updates the editor to reflect changes to quality settings. |
Remarks |
Enabling this can improve performance. |
Space Conversion Nodes |
Animation Blueprint nodes on the AnimGraph calculate and generate new poses that drive animations in either the Local Space or a Component Space. Animation poses generated in Local space calculate bone transforms relative to the bones parent bone. Animation poses generated in Component Space calculate bone transforms relative to the Skeletal Mesh Component of your character. |
The Convert Spaces nodes available in the AnimGraph of Animation Blueprints provides the ability to convert poses between local and component space. |
When working with poses in an Animation Blueprint, most nodes will operate within Local Space, indicated with white pose input and output pins. However, certain blend nodes and all skeletal controls nodes, operate in Component Space, indicated with blue pose input and output. |
To use nodes that operate within Component Space, poses must first be converted to Component Space using the Local to Component conversion node. |
After an animation pose has undergone component space operations, it must be converted back to local space in order to be usable by additional nodes, or provide a final pose for the output node. |
Remarks |
Because there is a cost associated with each conversiontoorfromComponent Space, it is best to group any nodes that operate in Component Space, to reduce the number of conversions needed. |
Twist Corrective |
With the Twist Corrective Animation Blueprint node, you can drive Animation Curves, like Morph Targets, using the transform of a delta angle calculated using a Base Frame and Twist Frame against the direction of a Twist Planer. |
Using the Twist Corrective node, you can drive Animation Curves values, such as Morph Targets, based on the twist of one bone relative to another. |
Here is an example of a character's scarph morph targets adjusting as the head bone is twisted, to create a more natural look. |
The Twist Corrective node operates within Component Space, so a space conversion will need to occur to implement the node within your character's Animation Blueprint. |
First, you must select a bone to act as the Base Frame, to calculate the twisting bone's alpha from. It is also important to define on what axis the motion the twist alpha will be in reference to. In the Axis property define which axis the motion will occur by setting the value to 1. In the provided example the neck_02 bone was used and the Z-axis was given a value of 1. |
Next select the bone that is undergoing the twist motion as the Twist Frame Bone, in the example the head bone is used. You must also define the axis of motion, in this case the property will replicate the Base Frame Axis with only a value of 1 on the Z-Axis. |
You must also set the twist plane as a reference point, to calculate the alpha motion. In the example, the Y-Axis was enabled by setting a value of 1 in the Y-Axis field. |
Finally, you must input the name of the Animation Curves. In the workflow example, the morph target C_BipedHeadNeck_A_NeckMid_Jnt_n11_44_n1 is used. |
After compiling the Animation Blueprint the effects should be visible as the head bone rotates on the Z-Axis in the viewport. |
Here you can reference a list of the Twist Corrective node's properties. |
The Base Frame series of properties defines the reference point to calculate the motion alpha of the Twist Frame. |
In the Bone property, you can select the bone to use as the Base Frame from the characters skeleton. |
In the Axis property, you can select what axes of motion to calculate motion. A value of 0 will not calculate motion, a value of 1 will calculate positive motion, and a value of -1 will calculate negative motion. |
You can also enable the In Local Space property to calculate motion in local space, or disable In Local Space to calculate motion in world space. |
The Twist Frame series of properties defines the twisting bone to calculate the motion alpha from in relation to the Base Frame and Twist Planer Normal Axis. |
In the Bone property, you can select the bone to use as the Twist Frame from the characters skeleton. |
In the Axis property, you can select what axes of motion to calculate motion. A value of 0 will not calculate motion, a value of 1 will calculate positive motion, and a value of -1 will calculate negative motion. |
You can also enable the In Local Space property to calculate motion in local space, or disable In Local Space to calculate motion in world space. |
Here you can set the normal of the plane to calculate the angle alpha of the Twist Frame from the Base Frame. |
In the Axis property, you can select what axes of motion to calculate motion. A value of 0 will not calculate motion, a value of 1 will calculate positive motion, and a value of -1 will calculate negative motion. |
Overview |
Property Reference |
Example Workflow |
Disabled Twist Corrective |
Enabled Twist Corrective |
Base Frame |
The Base Frame series of properties defines the reference point to calculate the motion alpha of the Twist Frame. In the Bone property, you can select the bone to use as the Base Frame from the characters skeleton. In the Axis property, you can select what axes of motion to calculate motion. A value of 0 will not calculate motion, a value of 1 will calculate positive motion, and a value of -1 will calculate negative motion. You can also enable the In Local Space property to calculate motion in local space, or disable In Local Space to calculate motion in world space. |
Twist Frame |
The Twist Frame series of properties defines the twisting bone to calculate the motion alpha from in relation to the Base Frame and Twist Planer Normal Axis. In the Bone property, you can select the bone to use as the Twist Frame from the characters skeleton. In the Axis property, you can select what axes of motion to calculate motion. A value of 0 will not calculate motion, a value of 1 will calculate positive motion, and a value of -1 will calculate negative motion. You can also enable the In Local Space property to calculate motion in local space, or disable In Local Space to calculate motion in world space. |
Twist Planer Normal Axis |
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