Commit Graph

16 Commits

Author SHA1 Message Date
Michael Noland
7fec532e26 Animation: Added a remap range to the bone driven controller when clamping is enabled, and added a note about the driven bone space
[CL 2619198 by Michael Noland in Main branch]
2015-07-13 19:53:41 -04:00
Michael Noland
7705f9fc22 Animation: Added support for showing the position relative to the reference skeleton on the observe bone node
[CL 2619114 by Michael Noland in Main branch]
2015-07-13 19:02:51 -04:00
Benn Gallagher
c62cb8f218 Fixed confusing ordering of copy bone source and target bones
[CL 2616541 by Benn Gallagher in Main branch]
2015-07-10 08:44:53 -04:00
Michael Noland
60f2dd684d Animation: Regenerated the GUID for the animation custom version to avoid a collision
[CL 2607488 by Michael Noland in Main branch]
2015-07-01 10:58:48 -04:00
Michael Noland
4a67b7ffb1 Animation: Adding missing file for custom version
[CL 2607036 by Michael Noland in Main branch]
2015-06-30 23:27:14 -04:00
Michael Noland
2d953ade9f Animation: Improved bone driven controllers
- One driver value can now drive multiple components
- How a component is driven is now configurable (add to input, replace, add to ref pose and replace)
- The range limit is now defined on the input (before the multiplier is applied) rather than the output (existing ranges are fixed up on load)
- New details customization to make working with the node easier
- Individual scale components can now be a driver or one of the driven components, rather than just the max component of scale
- The node title now displays the driving equation (e.g., driven.rotation.z = -0.5 * driver.rotation.x)

Animation: Added a custom version for AnimGraph/AnimGraphRuntime usage

Upgrade Note: The exact behavior of the original node was not preserved, but there are now more configuration options, so please revisit any uses of bone driven controllers in your animation blueprints

[CL 2606968 by Michael Noland in Main branch]
2015-06-30 22:25:56 -04:00
Michael Noland
7d410e7509 Animation: Created an Observe Bone skeletal control that can be used to debug animations (prints out the current transform of a bone in the input pose as a bubble above the node)
[CL 2606949 by Michael Noland in Main branch]
2015-06-30 22:16:20 -04:00
Michael Noland
3c99dc668f Fixed up a few whitespace issues
[CL 2606940 by Michael Noland in Main branch]
2015-06-30 22:12:07 -04:00
Michael Noland
6a27c42041 Animation: Various improvements to the bone driven controller
- Added support for using a curve to map from input range to output range
- Added compilation warnings when a bone or component still needs to be selected
- Added a customization to hide the range/multipler when using a curve, and gated editing of the range based on bUseRange
- Minor optimization to evaluation speed
- Reorganized the properties into logical groups (Source/Driver, Mapping, Destination/Driven)

[CL 2591125 by Michael Noland in Main branch]
2015-06-17 18:54:05 -04:00
Michael Noland
120ee012ee Animation: Added friendly display names to EBoneModificationMode enumerants
[CL 2591094 by Michael Noland in Main branch]
2015-06-17 18:40:08 -04:00
Michael Noland
10215d3649 Animation: Renamed AnimNodeSkeletalControlBase.cpp to AnimNode_SkeletalControlBase.cpp, so it matches the header and class name
[CL 2590713 by Michael Noland in Main branch]
2015-06-17 15:28:20 -04:00
Laurent Delayen
0df4e58911 Minor optimization from Github submission #1133
[CL 2587803 by Laurent Delayen in Main branch]
2015-06-15 16:16:55 -04:00
Lina Halper
df6b0a3b7a - Added Look up axis
[CL 2587364 by Lina Halper in Main branch]
2015-06-15 10:53:37 -04:00
Richard Hinckley
14e0ee6703 Redoing a change to an enum that got wiped when the file was moved.
[CL 2583039 by Richard Hinckley in Main branch]
2015-06-10 14:18:51 -04:00
Michael Noland
8e24c61819 Animation: Added missing Build.cs file
[CL 2582795 by Michael Noland in Main branch]
2015-06-10 11:36:31 -04:00
Michael Noland
7c0f5172ac Animation: Started moving animation nodes out of Engine into a new AnimGraphRuntime module
- Moved all skeletal control nodes to start out

Upgrade Note: Modules containing custom animation nodes will need to have a dependency on the new "AnimGraphRuntime" module added to their Build.cs file
#codereview lina.halper

[CL 2582755 by Michael Noland in Main branch]
2015-06-10 10:57:15 -04:00