void SetBoneTransformByName(FName BoneName, const FTransform& InTransform, EBoneSpaces::Type BoneSpace); UFUNCTION(BlueprintCallable, Category="Components|PoseableMesh") FTransform GetBoneTransformByName(FName BoneName, EBoneSpaces::Type BoneSpace); UFUNCTION(BlueprintCallable, Category="Components|Po...
BoneTransform.SetRotation(BoneTransform.GetRotation() * AuthoredOnRefSkeleton[SkeletonBoneIndex].GetRotation().Inverse() * RefPoseTransform.GetRotation()); BoneTransform.SetTranslation(BoneTransform.GetTranslation() + (RefPoseTransform.GetTranslation() - AuthoredOnRefSkeleton[SkeletonBoneIndex].GetTranslation...
BoneTransform.SetTranslation(BoneTransform.GetTranslation() + (RefPoseTransform.GetTranslation() - AuthoredOnRefSkeleton[SkeletonBoneIndex].GetTranslation())); BoneTransform.SetScale3D(BoneTransform.GetScale3D() * (RefPoseTransform.GetScale3D() * AuthoredOnRefSkeleton[SkeletonBoneIndex].GetSafeScaleRecipro...
接下来应该就会进入前面提到的RefreshBoneTransforms这一步了。 更新骨骼 Transform# USkeletalMeshComponent的RefreshBoneTransforms中会确定当前帧是否需要更新骨骼 transform 数据,例如在执行 URO 的时候,可能这一帧会被跳过,在需要更新时,根据配置确定是并行更新还是串行更新(一般都是并行): 代码语言:javascript 代码运行...
PreUpdate里取出当前动画的Bone Transform, 计算出一个TargetLocation, 这样在刚开始更新时开始进行插值的初始位置就是骨骼朝向的位置了, 也就没有了看向不相干位置的问题4...很多游戏中都有,就是角色转头+眼镜转动盯着一个目标看, 通常是盯着镜头看用的比较多UE4里实现这个功能很容易, 直接在AnimGraph里使用LookAt...
Optimized SafeSetCSBoneTransforms used by skeletal controllers after they have submitted their transforms. Removed double iteration over the pose. Removed iteration over the entire pose (we can start at the first bone in the transform list). Removed bone masks and instead collect interesting nod...
SetLocation(EffectorPos); //PrimaryAxis是(1,0,0),在上一章分析过BoneTransform的X方向指向,现在也就是大腿指向小腿的方向 //还是要具体看骨骼是怎么设置的,比如左腿右腿就完全不一样的Transform FVector Axis = BoneA.TransformVectorNoScale(PrimaryAxis); FVector Target1 = BoneB.GetLocation() - BoneA....
{//Need to remove default scale here for additivesBoneTransform.SetScale3D(BoneTransform.GetScale3D() -FVector(1.f)); } } ERootMotionRootLock::Zero 将根骨骼的位置和旋转,lock在父空间的原点,x、y、z、pitch、yaw、roll都为0。 ERootMotionRootLock::AnimFirstFrame 将根骨骼的位置和旋转,lock在当...
Optimized SafeSetCSBoneTransforms used by skeletal controllers after they have submitted their transforms. Removed double iteration over the pose. Removed iteration over the entire pose (we can start at the first bone in the transform list). Removed bone masks and instead collect interesting nod...
Set Transform Set Transform will translate and rotate a bone to match a goal. No IK system is involved as this Solver simply translates and rotates a single Bone and any children. In most cases this Solver should be paired with others to achieve a more complex IK effect. ...