Creature Add Constraints category - Stingray Flow Node Reference

Creature Add Constraints category

Nodes

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Inputs

float

Blend Alpha

The alpha value (strength/intensity) of the motion constraint (between 0.0 and 1.0).

float

Blend In Time

Time (in seconds) for the motion constraint to become fully active (to reach its alpha value).

float

Chain Index

The index of the creature chain to which the constraint is applied.

float

Constraint Id

The Id of the chain motion constraint.

float

Motion Amplitude

The amplitude of the chain motion.

float

Motion Frequency

The frequency of the chain motion.

float

Motion Phase

The phase of the chain motion.

float

Motion Type

Type of motion to apply. Possible values are:

  • 0 no motion
  • 1: move effector position on a circle on the horizontal plan axis
  • 2: move effector position on the up axis, cosine movement
  • 3: move effector position on the right axis, cosine movement
  • 4: move effector position on the front axis, cosine movement
  • 5: move effector position around
  • 6: rotate effector on roll axis
  • 7: rotate effector on pitch axis
  • 8: rotate effector on yaw axis

float

Pull

The pull intensity of the chain motion.

float

Reach R

The rotation reach blending factor of the motion.

float

Reach T

The position reach blending factor of the motion.

unit

Unit

The character unit.

event

In

This event triggers the evaluation of this node.

This constraint procedurally animates a chain effector (like a leg, or antenna) with a procedural motion primitive (making it move in circles, or up and down). This is convenient when animating a creature from scratch with no FK at all, at least for prototyping.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Script node definition in file: core/humanik/humanik.script_flow_nodes

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Inputs

float

Blend Alpha

The alpha value (strength/intensity) of the pin constraint (between 0.0 and 1.0).

float

Blend In Time

Time (in seconds) for the pin constraint to become fully active (to reach its alpha value).

float

Chain Index

The index of the chain to which the constraint is applied.

float

Constraint Id

The Id of the chain pin constraint.

boolean

In World Space

A boolean to specify whether the chain pin constraint is working in world space (true value) or in local space (false value).

unit

Unit

The character unit.

event

In

This event triggers the evaluation of this node.

This constraint locks a chain effector (such as a leg, or antenna) to its current position and/or orientation. Using this constraint is recommended when you do not want HumanIK to affect a specific transform.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Script node definition in file: core/humanik/humanik.script_flow_nodes

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Inputs

unit

Unit

The character unit.

event

In

This event triggers the evaluation of this node.

This is necessary when implementing multi-pass solving strategies.

For instance, if the solving of a creature’s tentacle depends on the solving of another tentacle, you might need to solve the creature for the independent tentacle first, then call the solver, then solve the creature for the dependent tentacle.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Script node definition in file: core/humanik/humanik.script_flow_nodes

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Inputs

float

Blend Alpha

The alpha value (strength/intensity) of the motion constraint (between 0.0 and 1.0).

float

Blend In Time

Time (in seconds) for the motion constraint to become fully active (to reach its alpha value).

float

Constraint Id

The Id of the motion constraint.

float

Motion Amplitude

The amplitude of the motion.

float

Motion Frequency

The frequency of the motion.

float

Motion Phase

The phase of the motion.

float

Motion Type

Type of motion to apply. Possible values are:

  • 0 no motion
  • 1: move effector position on a circle on the horizontal plan axis
  • 2: move effector position on the up axis, cosine movement
  • 3: move effector position on the right axis, cosine movement
  • 4: move effector position on the front axis, cosine movement
  • 5: move effector position around
  • 6: rotate effector on roll axis
  • 7: rotate effector on pitch axis
  • 8: rotate effector on yaw axis

float

Pull

The pull intensity of the motion.

float

Reach R

The rotation reach blending factor of the motion.

float

Reach T

The position reach blending factor of the motion.

float

Section Index

The index of the section to which the constraint is applied.

unit

Unit

The character unit.

event

In

This event triggers the evaluation of this node.

This constraint procedurally animates a section effector (such as the thorax, or chest) with a procedural motion primitive (making it move in circles, or move up and down). This is convenient when animating a creature from scratch with no FK at all, at least for prototyping.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Script node definition in file: core/humanik/humanik.script_flow_nodes