225 lines
6.5 KiB
Plaintext
225 lines
6.5 KiB
Plaintext
Availability:NoPublish
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Title: Animation Node Reference
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Crumbs:
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Description:Descriptions of the various animation nodes available for use in Animation Blueprints
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[EXCERPT:DummyExcerpt]
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[/EXCERPT:DummyExcerpt]
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[EXCERPT:UAnimGraphNode_LayeredBoneBlend]
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Layered blend (per bone) has a dynamic number of blendposes that can blend per different bone sets.
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[/EXCERPT:UAnimGraphNode_LayeredBoneBlend]
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[EXCERPT:UAnimGraphNode_BlendListByBool]
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This node is effectively a 'branch', picking one of two input poses based on an input Boolean value.
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[VAR:ToolTipFullLink]
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Engine/Animation/NodeReference/Blend#blendposesbybool
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[/VAR]
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[/EXCERPT:UAnimGraphNode_BlendListByBool]
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[EXCERPT:UAnimGraphNode_BlendListByEnum]
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Blend List by Enum allows a blend pose to be selected based on a supplied enum value.
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[/EXCERPT:UAnimGraphNode_BlendListByEnum]
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[EXCERPT:UAnimGraphNode_BlendListByInt]
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Blend list by int allows a blend pose to be selected based on a supplied index.
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[VAR:ToolTipFullLink]
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Engine/Animation/NodeReference/Blend#blendposesbyint
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[/VAR]
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[/EXCERPT:UAnimGraphNode_BlendListByInt]
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[EXCERPT:UAnimGraphNode_TwoWayBlend]
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The standard **Blend** node is a straight mixing of the two input poses based on an alpha input.
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---
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**Input Pins**
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A - The first pose to be blended.
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B - The second pose to be blended.
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Alpha - A `float` value in the range **[0.0, 1.0]** to use as the alpha value to determine the weighting of the two poses. A value of **0.0** gives full weighting to the **A** input pose, while a value of **1.0** gives full weighting to the **B** input pose.
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---
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**Output Pins**
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Pose - The final pose after the blending has been applied.
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[VAR:ToolTipFullLink]
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Engine/Animation/NodeReference/Blend#blend
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[/VAR]
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[/EXCERPT:UAnimGraphNode_TwoWayBlend]
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[EXCERPT:UAnimGraphNode_ApplyAdditive]
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Applies the supplied additive pose blended by the Alpha parameter.
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[/EXCERPT:UAnimGraphNode_ApplyAdditive]
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[EXCERPT:UAnimGraphNode_ComponentToLocalSpace]
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Convert a pose in component space (each bones transform is relative to the mesh component) to local space (each bones transform is relative to its parent bone).
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[/EXCERPT:UAnimGraphNode_ComponentToLocalSpace]
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[EXCERPT:UAnimGraphNode_LocalToComponentSpace]
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Convert a pose in local space (each bones transform is relative to its parent bone) to component space (each bones transform is relative to the mesh component).
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[/EXCERPT:UAnimGraphNode_LocalToComponentSpace]
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[EXCERPT:UAnimGraphNode_MeshRefPose]
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Outputs the reference pose of the mesh.
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[/EXCERPT:UAnimGraphNode_MeshRefPose]
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[EXCERPT:UAnimGraphNode_IdentityPose]
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Returns an identity pose.
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[/EXCERPT:UAnimGraphNode_IdentityPose]
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[EXCERPT:UAnimGraphNode_LocalRefPose]
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Returns the reference pose of the mesh in local space.
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[/EXCERPT:UAnimGraphNode_LocalRefPose]
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[EXCERPT:UAnimGraphNode_RotateRootBone]
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Rotate Root Bone allows the arbitrary rotation of a bone outside of animation data.
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[/EXCERPT:UAnimGraphNode_RotateRootBone]
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[EXCERPT:UAnimGraphNode_SaveCachedPose]
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Saves the supplied pose so that it can be accessed and used at a later point.
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[/EXCERPT:UAnimGraphNode_SaveCachedPose]
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[EXCERPT:UAnimGraphNode_SequenceEvaluator]
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Evaluates the specified animation at a single specified frame.
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[/EXCERPT:UAnimGraphNode_SequenceEvaluator]
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[EXCERPT:UAnimGraphNode_SequencePlayer]
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Plays back the specified animation.
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[/EXCERPT:UAnimGraphNode_SequencePlayer]
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[EXCERPT:UAnimGraphNode_Slot]
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A slot node blends animation data from the named slot on the currently playing animation montages onto the pose.
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[/EXCERPT:UAnimGraphNode_Slot]
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[EXCERPT:UAnimGraphNode_UseCachedPose]
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Allows the use of a previously cached pose.
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[/EXCERPT:UAnimGraphNode_UseCachedPose]
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[EXCERPT:UAnimGraphNode_CopyBone]
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Copies a transform from one bone to another. This can copy translation, rotation, and scale or a combination of all three.
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[/EXCERPT:UAnimGraphNode_CopyBone]
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[EXCERPT:UAnimGraphNode_ModifyBone]
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Modifies the transform of a bone.
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[/EXCERPT:UAnimGraphNode_ModifyBone]
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[EXCERPT:UAnimGraphNode_RotationMultiplier]
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The Apply a Percentage of Rotation control drives the Rotation of a target bone at some specified percentage of the Rotation of another bone within the Skeleton.
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[/EXCERPT:UAnimGraphNode_RotationMultiplier]
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[EXCERPT:UAnimGraphNode_SpringBone]
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The Spring Controller applies a spring solver that can be used to limit how far a bone can stretch from its reference pose position and apply a force in the opposite direction.
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[/EXCERPT:UAnimGraphNode_SpringBone]
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[EXCERPT:UAnimGraphNode_TwoBoneIK]
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The Two Bone IK control applies an inverse kinematic (IK) solver to a 3-joint chain, such as the limbs of a character.
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[/EXCERPT:UAnimGraphNode_TwoBoneIK]
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[EXCERPT:UAnimGraphNode_BlendSpacePlayer]
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Plays back the specified BlendSpace.
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[/EXCERPT:UAnimGraphNode_BlendSpacePlayer]
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[EXCERPT:UAnimGraphNode_BlendSpaceEvaluator]
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Evaluates the BlendSpace at the single frame specified.
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[/EXCERPT:UAnimGraphNode_BlendSpaceEvaluator]
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[EXCERPT:UAnimGraphNode_RotationOffsetBlendSpace]
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Applies a rotational offset BlendSpace.
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[/EXCERPT:UAnimGraphNode_RotationOffsetBlendSpace]
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[EXCERPT:UAnimGraphNode_Fabrik]
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Applies the FaBRIK (Forward and Backward Reaching Inverse Kinematics) algorithm to a bone chain to solve bone transforms relative to an end effector.
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[/EXCERPT:UAnimGraphNode_Fabrik]
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[EXCERPT:UAnimGraphNode_BoneDrivenController]
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Drives the transform component of a bone based on the transform component of another. Each component of translation and rotation can be used as a source and target for this node, or the scale as a whole. For example driving the Z translation from the X rotation of another bone. The final output can be modifier using a multiplier.
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[/EXCERPT:UAnimGraphNode_BoneDrivenController]
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[EXCERPT:UAnimGraphNode_LookAt]
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Modifies a bone transform to look at another bone along a specified axis, or to look at a specified location.
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[/EXCERPT:UAnimGraphNode_LookAt]
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[EXCERPT:UAnimGraphNode_HandIKRetargeting]
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Handles re-targeting of an IK Bone chain. Moves IK bone chain to meet FK hand bones, based on HandFKWeight (to favor either side). (0 = favor left hand, 1 = favor right hand, 0.5 = equal weight).
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[/EXCERPT:UAnimGraphNode_HandIKRetargeting]
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[EXCERPT:GraphNode_FastPathInfo]
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Animation nodes can use the 'fast path', avoiding somewhat slower Blueprint usage by ensuring that they either:
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- Access member variables directly.
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- Access a negated boolean member variable.
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- Access members of a nested struct.
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- Access some "Break Struct" cases as well (Break Transform being a notable exception).
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[VAR:ToolTipFullLink]
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Engine/Animation/Optimization/FastPath
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[/VAR]
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[/EXCERPT:GraphNode_FastPathInfo] |