unreal.AnimNode_StrideWarping

class unreal.AnimNode_StrideWarping(component_pose: ComponentSpacePoseLink = [], lod_threshold: int = 0, alpha_input_type: AnimAlphaInputType = Ellipsis, alpha_bool_enabled: bool = False, alpha: float = 0.0, alpha_scale_bias: InputScaleBias = Ellipsis, alpha_bool_blend: InputAlphaBoolBlend = Ellipsis, alpha_curve_name: Name = 'None', alpha_scale_bias_clamp: InputScaleBiasClamp = Ellipsis, stride_direction: Vector = Ellipsis, stride_scale: float = 0.0, locomotion_speed: float = 0.0, min_root_motion_speed_threshold: float = 0.0, floor_normal_direction: WarpingVectorValue = Ellipsis, gravity_direction: WarpingVectorValue = Ellipsis)

Bases: AnimNode_SkeletalControlBase

Anim Node Stride Warping

C++ Source:

  • Plugin: AnimationWarping

  • Module: AnimationWarpingRuntime

  • File: AnimNode_StrideWarping.h

Editor Properties: (see get_editor_property/set_editor_property)

  • alpha (float): [Read-Write] Current strength of the skeletal control

  • alpha_bool_blend (InputAlphaBoolBlend): [Read-Write]

  • alpha_bool_enabled (bool): [Read-Write]

  • alpha_curve_name (Name): [Read-Write]

  • alpha_input_type (AnimAlphaInputType): [Read-Write]

  • alpha_scale_bias (InputScaleBias): [Read-Write]

  • alpha_scale_bias_clamp (InputScaleBiasClamp): [Read-Write]

  • clamp_ik_using_fk_limits (bool): [Read-Write] Clamps the IK foot warping to prevent over-extension relative to the overall FK leg

  • compensate_ik_using_fk_thigh_rotation (bool): [Read-Write] Include warping adjustment to the FK thigh bones alongside the IK/FK foot definitions This is used to help preserve the original overall leg shape

  • component_pose (ComponentSpacePoseLink): [Read-Write] Input link

  • debug_draw_ik_foot_adjustment (bool): [Read-Write] Enable/Disable IK foot location debug drawing following initial foot adjustment

  • debug_draw_ik_foot_final (bool): [Read-Write] Enable/Disable IK foot location debug drawing following all adsjustments (Final warped result)

  • debug_draw_ik_foot_origin (bool): [Read-Write] Enable/Disable IK foot location debug drawing prior to warping

  • debug_draw_pelvis_adjustment (bool): [Read-Write] Enable/Disable pelvis debug drawing following adjustment

  • debug_draw_scale (float): [Read-Write] Scale all debug drawing visualization by a factor

  • debug_draw_thigh_adjustment (bool): [Read-Write] Enable/Disable thigh debug drawing following adjustment

  • disable_if_missing_root_motion (bool): [Read-Write] Do not execute stride warping if animation data has no root motion

  • enable_debug_draw (bool): [Read-Write] Enable/Disable stride warping debug drawing

  • floor_normal_direction (WarpingVectorValue): [Read-Write] Floor normal direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Up Vector: <0,0,1>

  • foot_definitions (Array[StrideWarpingFootDefinition]): [Read-Write] Foot definitions specifying the IK, FK, and Thigh bone

  • gravity_direction (WarpingVectorValue): [Read-Write] Gravity direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Down Vector: <0,0,-1>

  • ik_foot_root_bone (BoneReference): [Read-Write] IK Foot Root Bone definition

  • locomotion_speed (float): [Read-Write] Locomotion speed, specifying the current speed of the character This will be used in the following equation for computing the stride scale: [StrideScale = (LocomotionSpeed / RootMotionSpeed)] Note: This speed should be relative to the delta time of the animation graph

    Stride scale is a value specifying the amount of warping applied to the IK foot definitions Example: A value of 0.5 will decrease the effective leg stride by half, while a value of 2.0 will double it

  • lod_threshold (int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visited

  • min_root_motion_speed_threshold (float): [Read-Write] Minimum root motion speed required to apply stride warping This is useful to prevent unnatural strides when the animation has a portion with no root motion (i.e starts/stops) When this value is greater than 0, it’s recommended to enable interpolation in StrideScaleModifier

  • mode (WarpingEvaluationMode): [Read-Write] Stride warping evaluation mode (Graph or Manual)

  • orient_stride_direction_using_floor_normal (bool): [Read-Write] Orients the specified (Manual) or computed (Graph) stride direction by the floor normal

  • pelvis_bone (BoneReference): [Read-Write] Pevlis Bone definition

  • pelvis_ik_foot_solver (IKFootPelvisPullDownSolver): [Read-Write] Solver for controlling how much the pelvis is “pulled down” towards the IK/FK foot definitions during leg limb extension

  • stride_direction (Vector): [Read-Write] Component-space stride direction Example: A value of <1,0,0> will warp the leg stride along the Forward Vector

  • stride_scale (float): [Read-Write] Stride scale, specifying the amount of warping applied to the foot definitions Example: A value of 0.5 will decrease the effective leg stride by half, while a value of 2.0 will double it

  • stride_scale_modifier (InputClampConstants): [Read-Write] Modifies the final stride scale value by optionally clamping and/or interpolating

property floor_normal_direction: WarpingVectorValue

[Read-Write] Floor normal direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Up Vector: <0,0,1>

Type:

(WarpingVectorValue)

property gravity_direction: WarpingVectorValue

[Read-Write] Gravity direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Down Vector: <0,0,-1>

Type:

(WarpingVectorValue)

property locomotion_speed: float

[Read-Write] Locomotion speed, specifying the current speed of the character This will be used in the following equation for computing the stride scale: [StrideScale = (LocomotionSpeed / RootMotionSpeed)] Note: This speed should be relative to the delta time of the animation graph

Stride scale is a value specifying the amount of warping applied to the IK foot definitions Example: A value of 0.5 will decrease the effective leg stride by half, while a value of 2.0 will double it

Type:

(float)

property min_root_motion_speed_threshold: float

[Read-Write] Minimum root motion speed required to apply stride warping This is useful to prevent unnatural strides when the animation has a portion with no root motion (i.e starts/stops) When this value is greater than 0, it’s recommended to enable interpolation in StrideScaleModifier

Type:

(float)

property stride_direction: Vector

[Read-Write] Component-space stride direction Example: A value of <1,0,0> will warp the leg stride along the Forward Vector

Type:

(Vector)

property stride_scale: float

[Read-Write] Stride scale, specifying the amount of warping applied to the foot definitions Example: A value of 0.5 will decrease the effective leg stride by half, while a value of 2.0 will double it

Type:

(float)