Class AnimPoseHelper
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet2.dll
Syntax
public sealed class AnimPoseHelper : CustomHelper
Constructors
Name | Description |
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AnimPoseHelper(Ped) | Creates a new Instance of the AnimPoseHelper for sending a AnimPose Message to a given Ped. |
Properties
Name | Description |
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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). |