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    Class AnimPoseHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    AnimPoseHelper
    Inherited Members
    CustomHelper.Start()
    CustomHelper.Start(Int32)
    CustomHelper.Stop()
    CustomHelper.Abort()
    Message.Abort(Ped)
    Message.SendTo(Ped)
    Message.SendTo(Ped, Int32)
    Message.SetArgument(String, Boolean)
    Message.SetArgument(String, Int32)
    Message.SetArgument(String, Single)
    Message.SetArgument(String, String)
    Message.SetArgument(String, Vector3)
    Message.ResetArguments()
    Message.ToString()
    System.Object.Equals(System.Object)
    System.Object.Equals(System.Object, System.Object)
    System.Object.ReferenceEquals(System.Object, System.Object)
    System.Object.GetHashCode()
    System.Object.GetType()
    System.Object.MemberwiseClone()
    Namespace: GTA.NaturalMotion
    Assembly: ScriptHookVDotNet2.dll
    Syntax
    public sealed class AnimPoseHelper : CustomHelper

    Constructors

    Name Description
    AnimPoseHelper(Ped)

    Creates a new Instance of the AnimPoseHelper for sending a AnimPose Message to a given Ped.

    Properties

    Name Description
    AnimSource
    ConnectedLeftFoot

    Is the left foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide), -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint).

    ConnectedLeftHand

    Is the left hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint).

    ConnectedRightFoot

    Is the right foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide),-1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint).

    ConnectedRightHand

    Is the right hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint).

    DampenSideMotionInstanceIndex

    LevelIndex of object to dampen side motion relative to. -1 means not used.

    Damping

    Damping of masked joints.

    DampingLeftArm

    Damping applied to left arm (applied after stiffness). If stiffness -ve then not applied (use current setting).

    DampingLeftLeg

    Damping applied to left leg (applied after stiffness). If stiffness-ve then not applied (use current setting).

    DampingRightArm

    Damping applied to right arm (applied after stiffness). If stiffness -ve then not applied (use current setting).

    DampingRightLeg

    Damping applied to right leg (applied after stiffness). If stiffness -ve then not applied (use current setting).

    DampingSpine

    Damping applied to spine (applied after stiffness). If stiffness-ve then not applied (use current setting).

    EffectorMask

    Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation).

    GravCompLeftArm

    Gravity compensation applied to left arm (applied after gravityCompensation). If -ve then not applied (use current setting).

    GravCompLeftLeg

    Gravity compensation applied to left leg (applied after gravityCompensation). If -ve then not applied (use current setting).

    GravCompRightArm

    Gravity compensation applied to right arm (applied after gravityCompensation). If -ve then not applied (use current setting).

    GravCompRightLeg

    Gravity compensation applied to right leg (applied after gravityCompensation). If -ve then not applied (use current setting).

    GravCompSpine

    Gravity compensation applied to spine (applied after gravityCompensation). If -ve then not applied (use current setting).

    GravityCompensation

    Gravity compensation applied to joints in the effectorMask. If -ve then not applied (use current setting).

    MuscleStiffness

    Muscle stiffness of masked joints. -values mean don't apply (just use defaults or ones applied by behaviors - safer if you are going to return to a behavior).

    MuscleStiffnessLeftArm

    Muscle stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting).

    MuscleStiffnessLeftLeg

    Muscle stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting).

    MuscleStiffnessRightArm

    Muscle stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting).

    MuscleStiffnessRightLeg

    Muscle stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting).

    MuscleStiffnessSpine

    Muscle stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting).

    OverideHeadlook

    Overide Headlook behavior (if animPose includes the head).

    OveridePointArm

    Overide PointArm behavior (if animPose includes the arm/arms).

    OveridePointGun

    Overide PointGun behavior (if animPose includes the arm/arms)//mmmmtodo not used at moment.

    Stiffness

    Stiffness of masked joints. -ve values mean don't apply stiffness or damping (just use defaults or ones applied by behaviors). If you are using animpose fullbody on its own then this gives the opprtunity to use setStffness and setMuscle stiffness messages to set up the character's muscles. Mmmmtodo get rid of this -ve.

    StiffnessLeftArm

    Stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting).

    StiffnessLeftLeg

    Stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting).

    StiffnessRightArm

    Stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting).

    StiffnessRightLeg

    Stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting).

    StiffnessSpine

    Stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting).

    UseZMPGravityCompensation

    If true then modify gravity compensation based on stance (can reduce gravity compensation to zero if cofm is outside of balance area).

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