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Here, the robot's antena are matching the X-axis rotation its head.
The Apply a Percentage of Rotation node operates within Component Space, so a space conversion will need to occur to implement the node within your character's Animation Blueprint.
With the Alpha property or pin, you can control the degree of the applied rotation on the generated output pose. A value of 1 will fully use the generated output pose, while a value of 0 will output the source pose.
The Multiplier property or pin allows you to multiply the degree of the rotation beyond the Source Bones rotation.
A Multiplyer value of 0 will not apply any rotation to the Target Bone.
In the Apply a Percentage of Rotation node's Details panel you can select a Source Bone, to copy the rotational movement from, as well as a Target Bone in which to apply the copied rotation motion.
See the Property Reference table for more information about the Apply a Percentage of Rotation node's properties.
Multiple Axis rotation can be used by stacking addition Apply a Percentage of Rotation nodes together, and assigning unique axis of rotation to each.
When stacking Apply a Percentage of Rotation nodes, ensure the Is Additive property is enabled in the Details panel for any additive or stacked nodes applying rotation to the same bone. This property is also important to enable when using the Apply a Percentage of Rotation node in conjunction with any other animation or node making adjustments to the same bone.
Here you can reference a list of the Apply a Percentage of Rotation node's properties.
Set a multiplier to apply to the rotation motion from the Source Bone as it is applied to the Target Bone. A value of 1 will copy the rotation motion exactly.
Overview
Property Reference
Stacking Nodes
Disabled Apply a Percentage of Rotation
Enabled Apply a Percentage of Rotation
Target Bone
Select a bone from the character's Skeleton in which to apply the rotation from the Source Bone. Any child bones of the Target Bone will also be moved relevant to the parent bone motion.
Source Bone
Select a bone in which to copy the rotational motion from, on the axis defined in the Rotation Axis to Refer property. This rotation motion will then be applied to the Target Bone.
Multiplyer
Set a multiplier to apply to the rotation motion from the Source Bone as it is applied to the Target Bone. A value of 1 will copy the rotation motion exactly.
Rotation Axis To Refer
Here you can select which axis of rotation motion will be copied from the Source Bone, and applied to the Target Bone.
Is Additive
Enable this property to enable the rotation motion to be applied to the bone as additive. Disabling this property will overwrite any previous motion on the Target Bone.
Remarks
By default this property is accessible in theAnimGraphon the selected node.
Spline IK
With the Spline IK Animation Blueprint node, you can define a chain of bones within a character's skeleton, as a spline.
After selecting the chain of bones as a spline the Spline IK node will create Control Points along the spline based on the parameters you set in the nodes Details panel.
You can manually manipulate these Control Points to set locations for the spline to react to during animation playback. You can also drive these control points with dynamic values with internal functions or as pins in the AnimGraph. In addition, you can drive several Spline IK node properties, such as twist, roll, and stretch, using dynamic values in the same manner.
You can use the Spline IK node to create more realisting motion for tails or other malleable character structures that can be influenced by dynamic variables like velocity and movement direction.
Here you can reference a list of the Spline IK node's properties.
Property Reference
Start Bone
Select a bone from the character's skeleton to begin the chain of bones that will comprise the spline.
End Bone
Select a bone from the character's skeleton to end the chain of bones that will comprise the spline.
Bone Axis
Select the Axis of motion (X, Y, or Z) the control points along the spline will move along.
Auto Calculate Spline
Enable this property to automatically calculate the number of Control Points based on the number of bones between the Start Bone and the End Bone.
Point Count
When Auto Calculate Spline is disabled you can specify how many Control Points will be added along the spline between the Start Bone and the End Bone.
Control Points
Here you can apply transforms to each of the Control Points along the spline. By default, these transforms can be applied manually in the viewport or with the transform properties under each array element for each control point. These properties can also be adjusted dynamically by exposing the Control Points as pins in the AnimGraph, or by using internal functions.
Roll
Set a degree of rotation of the Control Points between the Start Bone and the End Bone applied on top of the other motion along the direction of the spline. A value of 0 will disable an additional roll, positive values will roll the middle Control Points positively along the Bone Axis and negative values will roll the middle Control Points negatively along the Bone Axis.
Twist Start