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UnrealEngine/Engine/Documentation/Source/Shared/GraphNodes/Animation/BlendNodes.INT.udn
2025-05-18 13:04:45 +08:00

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Title: Animation Node Reference
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Description:Descriptions of the various animation nodes available for use in Animation Blueprints
[EXCERPT:DummyExcerpt]
[/EXCERPT:DummyExcerpt]
[EXCERPT:UAnimGraphNode_LayeredBoneBlend]
Layered blend (per bone) has a dynamic number of blendposes that can blend per different bone sets.
[/EXCERPT:UAnimGraphNode_LayeredBoneBlend]
[EXCERPT:UAnimGraphNode_BlendListByBool]
This node is effectively a 'branch', picking one of two input poses based on an input Boolean value.
[VAR:ToolTipFullLink]
Engine/Animation/NodeReference/Blend#blendposesbybool
[/VAR]
[/EXCERPT:UAnimGraphNode_BlendListByBool]
[EXCERPT:UAnimGraphNode_BlendListByEnum]
Blend List by Enum allows a blend pose to be selected based on a supplied enum value.
[/EXCERPT:UAnimGraphNode_BlendListByEnum]
[EXCERPT:UAnimGraphNode_BlendListByInt]
Blend list by int allows a blend pose to be selected based on a supplied index.
[VAR:ToolTipFullLink]
Engine/Animation/NodeReference/Blend#blendposesbyint
[/VAR]
[/EXCERPT:UAnimGraphNode_BlendListByInt]
[EXCERPT:UAnimGraphNode_TwoWayBlend]
The standard **Blend** node is a straight mixing of the two input poses based on an alpha input.
---
**Input Pins**
A - The first pose to be blended.
B - The second pose to be blended.
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.
---
**Output Pins**
Pose - The final pose after the blending has been applied.
[VAR:ToolTipFullLink]
Engine/Animation/NodeReference/Blend#blend
[/VAR]
[/EXCERPT:UAnimGraphNode_TwoWayBlend]
[EXCERPT:UAnimGraphNode_ApplyAdditive]
Applies the supplied additive pose blended by the Alpha parameter.
[/EXCERPT:UAnimGraphNode_ApplyAdditive]
[EXCERPT:UAnimGraphNode_ComponentToLocalSpace]
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).
[/EXCERPT:UAnimGraphNode_ComponentToLocalSpace]
[EXCERPT:UAnimGraphNode_LocalToComponentSpace]
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).
[/EXCERPT:UAnimGraphNode_LocalToComponentSpace]
[EXCERPT:UAnimGraphNode_MeshRefPose]
Outputs the reference pose of the mesh.
[/EXCERPT:UAnimGraphNode_MeshRefPose]
[EXCERPT:UAnimGraphNode_IdentityPose]
Returns an identity pose.
[/EXCERPT:UAnimGraphNode_IdentityPose]
[EXCERPT:UAnimGraphNode_LocalRefPose]
Returns the reference pose of the mesh in local space.
[/EXCERPT:UAnimGraphNode_LocalRefPose]
[EXCERPT:UAnimGraphNode_RotateRootBone]
Rotate Root Bone allows the arbitrary rotation of a bone outside of animation data.
[/EXCERPT:UAnimGraphNode_RotateRootBone]
[EXCERPT:UAnimGraphNode_SaveCachedPose]
Saves the supplied pose so that it can be accessed and used at a later point.
[/EXCERPT:UAnimGraphNode_SaveCachedPose]
[EXCERPT:UAnimGraphNode_SequenceEvaluator]
Evaluates the specified animation at a single specified frame.
[/EXCERPT:UAnimGraphNode_SequenceEvaluator]
[EXCERPT:UAnimGraphNode_SequencePlayer]
Plays back the specified animation.
[/EXCERPT:UAnimGraphNode_SequencePlayer]
[EXCERPT:UAnimGraphNode_Slot]
A slot node blends animation data from the named slot on the currently playing animation montages onto the pose.
[/EXCERPT:UAnimGraphNode_Slot]
[EXCERPT:UAnimGraphNode_UseCachedPose]
Allows the use of a previously cached pose.
[/EXCERPT:UAnimGraphNode_UseCachedPose]
[EXCERPT:UAnimGraphNode_CopyBone]
Copies a transform from one bone to another. This can copy translation, rotation, and scale or a combination of all three.
[/EXCERPT:UAnimGraphNode_CopyBone]
[EXCERPT:UAnimGraphNode_ModifyBone]
Modifies the transform of a bone.
[/EXCERPT:UAnimGraphNode_ModifyBone]
[EXCERPT:UAnimGraphNode_RotationMultiplier]
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.
[/EXCERPT:UAnimGraphNode_RotationMultiplier]
[EXCERPT:UAnimGraphNode_SpringBone]
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.
[/EXCERPT:UAnimGraphNode_SpringBone]
[EXCERPT:UAnimGraphNode_TwoBoneIK]
The Two Bone IK control applies an inverse kinematic (IK) solver to a 3-joint chain, such as the limbs of a character.
[/EXCERPT:UAnimGraphNode_TwoBoneIK]
[EXCERPT:UAnimGraphNode_BlendSpacePlayer]
Plays back the specified BlendSpace.
[/EXCERPT:UAnimGraphNode_BlendSpacePlayer]
[EXCERPT:UAnimGraphNode_BlendSpaceEvaluator]
Evaluates the BlendSpace at the single frame specified.
[/EXCERPT:UAnimGraphNode_BlendSpaceEvaluator]
[EXCERPT:UAnimGraphNode_RotationOffsetBlendSpace]
Applies a rotational offset BlendSpace.
[/EXCERPT:UAnimGraphNode_RotationOffsetBlendSpace]
[EXCERPT:UAnimGraphNode_Fabrik]
Applies the FaBRIK (Forward and Backward Reaching Inverse Kinematics) algorithm to a bone chain to solve bone transforms relative to an end effector.
[/EXCERPT:UAnimGraphNode_Fabrik]
[EXCERPT:UAnimGraphNode_BoneDrivenController]
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.
[/EXCERPT:UAnimGraphNode_BoneDrivenController]
[EXCERPT:UAnimGraphNode_LookAt]
Modifies a bone transform to look at another bone along a specified axis, or to look at a specified location.
[/EXCERPT:UAnimGraphNode_LookAt]
[EXCERPT:UAnimGraphNode_HandIKRetargeting]
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).
[/EXCERPT:UAnimGraphNode_HandIKRetargeting]
[EXCERPT:GraphNode_FastPathInfo]
Animation nodes can use the 'fast path', avoiding somewhat slower Blueprint usage by ensuring that they either:
- Access member variables directly.
- Access a negated boolean member variable.
- Access members of a nested struct.
- Access some "Break Struct" cases as well (Break Transform being a notable exception).
[VAR:ToolTipFullLink]
Engine/Animation/Optimization/FastPath
[/VAR]
[/EXCERPT:GraphNode_FastPathInfo]