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:
| |||
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:
| |||
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