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    Class BodyWritheHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    BodyWritheHelper
    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 BodyWritheHelper : CustomHelper

    Constructors

    Name Description
    BodyWritheHelper(Ped)

    Creates a new Instance of the BodyWritheHelper for sending a BodyWrithe Message to a given Ped.

    Properties

    Name Description
    ApplyStiffness

    Use writhe stiffnesses if true. If false don't set any stiffnesses.

    ArmAmplitude
    ArmDamping

    Damping amount, less is underdamped.

    ArmPeriod

    Controls how fast the writhe is executed, smaller values make faster motions.

    ArmStiffness
    BackAmplitude

    Scales the amount of writhe. 0 = no writhe.

    BackDamping

    Damping amount, less is underdamped.

    BackPeriod

    Controls how fast the writhe is executed, smaller values make faster motions.

    BackStiffness
    BlendArms

    Blend the writhe arms with the current desired arms (0=don't apply any writhe, 1=only writhe).

    BlendBack

    Blend the writhe spine and neck with the current desired (0=don't apply any writhe, 1=only writhe).

    BlendLegs

    Blend the writhe legs with the current desired legs (0=don't apply any writhe, 1=only writhe).

    ElbowAmplitude
    KneeAmplitude
    Lean1BlendFactor

    Shoulder desired lean1 with shoulderLean1 angle blend factor. Set it to 0 to use original shoulder withe desired lean1 angle for shoulders. Note that onFire has to be set to true for this parameter to take any effect.

    Lean2BlendFactor

    Shoulder desired lean2 with shoulderLean2 angle blend factor. Set it to 0 to use original shoulder withe desired lean2 angle for shoulders. Note that onFire has to be set to true for this parameter to take any effect.

    LegAmplitude

    Scales the amount of writhe. 0 = no writhe.

    LegDamping

    Damping amount, less is underdamped.

    LegPeriod

    Controls how fast the writhe is executed, smaller values make faster motions.

    LegStiffness

    The stiffness of the character will determine how 'determined' a writhe this is - high values will make him thrash about wildly.

    Mask

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

    MaxRollOverTime

    Rolling torque is ramped down over time. At this time in seconds torque value converges to zero. Use this parameter to restrict time the character is rolling. Note that onFire has to be set to true for this parameter to take any effect.

    OnFire

    Extra shoulderBlend. Rolling:one way only, maxRollOverTime, rollOverRadius, doesn't reduce arm stiffness to help rolling. No shoulder twist.

    RollOverFlag

    Flag to set trying to rollOver.

    RollOverRadius

    Rolling torque is ramped down with distance measured from position where character hit the ground and started rolling. At this distance in meters torque value converges to zero. Use this parameter to restrict distance the character travels due to rolling. Note that onFire has to be set to true for this parameter to take any effect.

    RollTorqueScale

    Scale rolling torque that is applied to character spine.

    ShoulderLean1

    Blend writhe shoulder desired lean1 with this angle in RAD. Note that onFire has to be set to true for this parameter to take any effect.

    ShoulderLean2

    Blend writhe shoulder desired lean2 with this angle in RAD. Note that onFire has to be set to true for this parameter to take any effect.

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