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Inertialization Node vs Dead Blending
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Request from Blend Nodes
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Request from State Machine Transitions
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Request from Linked and Layered AnimGraphs
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Override
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Overrides the pose to the last pose that contains a valid curve value.
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Do Not Override
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Does not override the pose. Best used when the desired previous pose doesn't have a curve value.
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Normalize by Weight
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Normalizes the pose blend by the sum of all blend weights.
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Blend by Weight
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Blends the poses by blend weight without normalizing.
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Use Base Pose
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Uses the Base Pose for all curve values.
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Use Min Value
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Selects the highest curve value from all connected poses and uses it to blend.
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Use Max Value
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Selects the lowest curve value from all connected poses and uses it to blend.
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Positive
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Positive Blend Depth values will offset the weight by the same number of bones and taper the weight through the chain to the Bone Name. For example, a Blend Depth of 2 will apply a blend weight of 1 to the next child bone and a blend weight of .5 to the Bone Name.
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Zero
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A Blend Depth of 0 will apply a blend weight of 1 to the Bone Name and all connected child bones.
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Negative
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Negative Blend Depth values will disable any Blend Poses and favor the Base Pose. Lesser values than -1 will offset the weight by the same number of bones and taper the disabled blend weight through the chain to the Bone Name. For example, a Blend Depth of -2 will apply a blend weight of -1 to the next child bone and a blend weight of -.5 to the Bone Name.
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The Inertialization node records the offset between the incoming and outgoing animations and fades this out to prevent the pose from popping.
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The Dead Blending node tries to predict future poses of the outgoing animation and blends these with the incoming animation. This node is an experimental node, and therefore we do not recommend shipping projects that rely on its functionality.
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Blend Profile
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Optionally set a default Blend Profile to use when no blend profile is supplied by the source node with the inertial blend request. You can set a Blend Profile using the drop-down menu.
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Filtered Curves
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Set a list of animation curves that should not use inertial blending. These curves will instantly change when inertial blending. To filter a curve, use (+) to add a new array to the property, then set the curve by typing the curve's name in the provided Index field.
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Always Use Default Blend Settings
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When enabled, the default blend settings will be used rather than those coming from the source node providing the inertial blend request.
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Default Blend Duration
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Set a default blend duration to use when the source node providing the inertial blend request does not specify a blend duration, or when the Always Use Default Blend Settings property is enabled.
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Default Blend Profile
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Set a default blend profile to use when the source node providing the inertial blend request does not specify a blend profile, or when the Always Use Default Blend Settings property is enabled. You can set a blend profile using the drop-down menu.
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Mode
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Set the default blend mode to use when the source node providing the inertial blend request does not specify a blend mode, or when the Always Use Default Blend Settings property is enabled. You can set a blend mode using the drop-down menu and selecting one of the provided curves.
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Default Custom Blend Curve
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Optionally set a default blend curve to use in conjunction with the blend mode when the source node providing the inertial blend request does not specify a blend curve, or when the Always Use Default Blend Settings property is enabled. You can set a blend curve using the drop-down menu and selecting a curve asset from your project.
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Blend Time Multiplier
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Set a blend time multiplier that can be used to scale the overall lend durations coming from the inertial blend request.
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Linearly Interpolate Scales
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When enabled, bone scales will be linearly interpolated. This is slightly more performant and consistent with the rest of Unreal Engine but visually gives the appearance of the rate of change of scale being affected by the overall size of the bone.
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Filtered Curves
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Subsets and Splits
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