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Driving Curve
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Here you can select a curve to map the Source Bone attribute to the target object attributes. If no curve is selected, the Bone Driven Controller node will default to using the Multiplier property to determine the degree of effect the Source Bone attribute has on the target object attributes.
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Remap Source
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If enabled, the Bone Drive Controller node will clamp the Source Bone attribute and remap them to the curve before scaling the values.
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Multiplier
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Applies the assigned value as a multiplier to the Source Bone attribute to drive the target object.
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Destination Mode
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Select the type of object the Source Bone motion will drive. You can choose another another Bone, Morph Target or Material Parameter.
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Target Bone
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When Bone is selected in the Destination Mode property, you can select a bone to drive with the Source Bone.
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Target Component Space
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Here you can reference the Target Bone's component space.
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Modification Mode
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Toggle any of the Translation axes (X, Y, Z) you want driven by the Source Bone.
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Translation
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Toggle any of the Translation axes (X, Y, Z) you want driven by the Source Bone.
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Rotation
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Toggle any of the Rotation axes (X, Y, Z) you want driven by the Source Bone.
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Scale
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Toggle any of the Scale axes (X, Y, Z) you want driven by the Source Bone.
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Modification Mode
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Add to Input: Will add the driven attribute values to the existing input attribute values. Replace Component: Replaces the input attribute values with the driven attribute values. Add to Reference Pose: Adds the driven attribute values to the character's reference pose.
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Parameter Name
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When the Destination Mode property is set to Morph Target or a Material Parameter, you can specify which object you want to drive with the Source Bone, by typing the name of the object in the property's field.
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Remarks
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Here you can select the method in which the Bone Driven Controller node will drive theTarget Bone.
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Trail Controller
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Using the Trail Controller Animation Blueprint node, you can define a chain of bones to animate based on a delayed replication parent bone motion.
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You can use the Trail Controller node to create more realistic trailing motion on your character's auxiliary boned objects, such as tails, capes or accessories.
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By defining a bone as the Trail Bone, you can select how many bones up the chain from the Trail Bone that will be influenced by the Trail Controller node. You can then set constraints on Stretch, Rotation and even Planer Limits on transforms.
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Here you can reference a list of the Trail Controller node's Trail properties.
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Here you can use the Trail relaxation speed graph to set a curve to define the behavior at which the transform returns to the animated pose.
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Using the graph editor in the property's settings, you can edit the beginning and ending point of the graph to control how the behavior of the chains return to the animated pose. Or right click the graph to add a new point on the graph to manipulate the curves position.
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The graph's X-axis is ranged from 0 to 1, and it is mapped to the chain of joints. 0 represents the last joint in the chain and 1 represents the closest joint to the Trail Bone.
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The graph's Y-axis controls the rate at which the delayed motion is passed to the next joint in the chain. Values less than or equal to 0 will prevent joints from continuing to pass the delayed motion. Higher values will pass the delayed motion on quickier. The Y-axis operates as an absolute value to prevent frame dependency. The default range is from 5 to 10 resulting in a faster return from the root joint to the bottom joint.
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Here you can reference a list of the Trail Controller node's Limit, Velocity and Rotation properties
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Set the rotation limits at each joint along the chain points. The highest Index number represents the Trail Bone and Index 0 represents the furthest bone from the Trail Bone in the chain.
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Limit Min: Set the minimum range of rotation on the X, Y and Z axis. Limit Max: Set the maximum range of rotation on the X, Y and Z axis.
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Add and set planer limits to constrain the chain's motion from crossing a plane. After adding a planer limit with Add (+), you can adjust the following properties to set up a plane limit:
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Driving Bone: Select a bone from the character's skeleton that will become the reference point to set the Plane Transform properties. Plane Transform: Set the planer properties, Location, Rotation, and Scale, to limit the chain's motion, in context to the Driving Bone.
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Property Reference
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Limit Properties
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Debug Properties
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Trail Bone
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Set the bone at the end of a chain structure to trail the parent bone motion.
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Chain Length
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Set the number of bones to influence up the chain from the Trail Bone.
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Chain Bone Axis
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Set the axis (X, Y, or Z) to orient the chain points to one another.
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Invert Chain Bone Axis
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