SHVDN  v3
An ASI plugin for Grand Theft Auto V, which allows running scripts written in any .NET language in-game. Developed by crosire https://github.com/crosire/scripthookvdotnet/
GTA.NaturalMotion.AnimPoseHelper Class Reference
Inheritance diagram for GTA.NaturalMotion.AnimPoseHelper:
GTA.NaturalMotion.CustomHelper

Public Member Functions

 AnimPoseHelper (Ped ped)
 Creates a new Instance of the AnimPoseHelper for sending a AnimPose Message to a given Ped. More...
 
- Public Member Functions inherited from GTA.NaturalMotion.CustomHelper
void Start ()
 Starts this Natural Motion behavior on the Ped that will loop until manually aborted. More...
 
void Start (int duration)
 Starts this Natural Motion behavior on the Ped for a specified duration. More...
 
void Stop ()
 Stops this Natural Motion behavior on the Ped. More...
 
void SetArgument (string argName, bool value)
 Sets a Message argument to a bool value. More...
 
void SetArgument (string argName, int value)
 Sets a Message argument to a int value. More...
 
void SetArgument (string argName, float value)
 Sets a Message argument to a float value. More...
 
void SetArgument (string argName, string value)
 Sets a Message argument to a string value. More...
 
void SetArgument (string argName, Vector3 value)
 Sets a Message argument to a Vector3 value. More...
 
void ResetArguments ()
 Resets all arguments to their default values. More...
 
override string ToString ()
 Returns the internal message name. More...
 

Properties

float MuscleStiffness [set]
 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). More...
 
float Stiffness [set]
 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. More...
 
float Damping [set]
 Damping of masked joints. More...
 
string EffectorMask [set]
 Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). More...
 
bool OverideHeadlook [set]
 Overide Headlook behavior (if animPose includes the head). More...
 
bool OveridePointArm [set]
 Overide PointArm behavior (if animPose includes the arm/arms). More...
 
bool OveridePointGun [set]
 Overide PointGun behavior (if animPose includes the arm/arms)//mmmmtodo not used at moment. More...
 
bool UseZMPGravityCompensation [set]
 If true then modify gravity compensation based on stance (can reduce gravity compensation to zero if cofm is outside of balance area). More...
 
float GravityCompensation [set]
 Gravity compensation applied to joints in the effectorMask. If -ve then not applied (use current setting). More...
 
float MuscleStiffnessLeftArm [set]
 Muscle stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting). More...
 
float MuscleStiffnessRightArm [set]
 Muscle stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting). More...
 
float MuscleStiffnessSpine [set]
 Muscle stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting). More...
 
float MuscleStiffnessLeftLeg [set]
 Muscle stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting). More...
 
float MuscleStiffnessRightLeg [set]
 Muscle stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting). More...
 
float StiffnessLeftArm [set]
 Stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting). More...
 
float StiffnessRightArm [set]
 Stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting). More...
 
float StiffnessSpine [set]
 Stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting). More...
 
float StiffnessLeftLeg [set]
 Stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting). More...
 
float StiffnessRightLeg [set]
 Stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting). More...
 
float DampingLeftArm [set]
 Damping applied to left arm (applied after stiffness). If stiffness -ve then not applied (use current setting). More...
 
float DampingRightArm [set]
 Damping applied to right arm (applied after stiffness). If stiffness -ve then not applied (use current setting). More...
 
float DampingSpine [set]
 Damping applied to spine (applied after stiffness). If stiffness-ve then not applied (use current setting). More...
 
float DampingLeftLeg [set]
 Damping applied to left leg (applied after stiffness). If stiffness-ve then not applied (use current setting). More...
 
float DampingRightLeg [set]
 Damping applied to right leg (applied after stiffness). If stiffness -ve then not applied (use current setting). More...
 
float GravCompLeftArm [set]
 Gravity compensation applied to left arm (applied after gravityCompensation). If -ve then not applied (use current setting). More...
 
float GravCompRightArm [set]
 Gravity compensation applied to right arm (applied after gravityCompensation). If -ve then not applied (use current setting). More...
 
float GravCompSpine [set]
 Gravity compensation applied to spine (applied after gravityCompensation). If -ve then not applied (use current setting). More...
 
float GravCompLeftLeg [set]
 Gravity compensation applied to left leg (applied after gravityCompensation). If -ve then not applied (use current setting). More...
 
float GravCompRightLeg [set]
 Gravity compensation applied to right leg (applied after gravityCompensation). If -ve then not applied (use current setting). More...
 
int ConnectedLeftHand [set]
 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). More...
 
int ConnectedRightHand [set]
 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). More...
 
int ConnectedLeftFoot [set]
 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). More...
 
int ConnectedRightFoot [set]
 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). More...
 
AnimSource AnimSource [set]
 
int DampenSideMotionInstanceIndex [set]
 LevelIndex of object to dampen side motion relative to. -1 means not used. More...
 

Additional Inherited Members

- Protected Member Functions inherited from GTA.NaturalMotion.CustomHelper
 CustomHelper (Ped target, string message)
 Creates a helper class for building Natural Motion messages to send to a given Ped. More...
 

Constructor & Destructor Documentation

◆ AnimPoseHelper()

GTA.NaturalMotion.AnimPoseHelper.AnimPoseHelper ( Ped  ped)

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

Parameters
pedThe Ped to send the AnimPose Message to.

Property Documentation

◆ AnimSource

AnimSource GTA.NaturalMotion.AnimPoseHelper.AnimSource
set

◆ ConnectedLeftFoot

int GTA.NaturalMotion.AnimPoseHelper.ConnectedLeftFoot
set

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).

Default value = -2. Min value = -2. Max value = 2.

◆ ConnectedLeftHand

int GTA.NaturalMotion.AnimPoseHelper.ConnectedLeftHand
set

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).

Default value = 0. Min value = -1. Max value = 2.

◆ ConnectedRightFoot

int GTA.NaturalMotion.AnimPoseHelper.ConnectedRightFoot
set

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).

Default value = -2. Min value = -2. Max value = 2.

◆ ConnectedRightHand

int GTA.NaturalMotion.AnimPoseHelper.ConnectedRightHand
set

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).

Default value = 0. Min value = -1. Max value = 2.

◆ DampenSideMotionInstanceIndex

int GTA.NaturalMotion.AnimPoseHelper.DampenSideMotionInstanceIndex
set

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

Default value = -1. Min value = -1.

◆ Damping

float GTA.NaturalMotion.AnimPoseHelper.Damping
set

Damping of masked joints.

Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.

◆ DampingLeftArm

float GTA.NaturalMotion.AnimPoseHelper.DampingLeftArm
set

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

Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.

◆ DampingLeftLeg

float GTA.NaturalMotion.AnimPoseHelper.DampingLeftLeg
set

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

Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.

◆ DampingRightArm

float GTA.NaturalMotion.AnimPoseHelper.DampingRightArm
set

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

Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.

◆ DampingRightLeg

float GTA.NaturalMotion.AnimPoseHelper.DampingRightLeg
set

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

Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.

◆ DampingSpine

float GTA.NaturalMotion.AnimPoseHelper.DampingSpine
set

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

Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.

◆ EffectorMask

string GTA.NaturalMotion.AnimPoseHelper.EffectorMask
set

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

Default value = "ub".

◆ GravCompLeftArm

float GTA.NaturalMotion.AnimPoseHelper.GravCompLeftArm
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 14.0f.

◆ GravCompLeftLeg

float GTA.NaturalMotion.AnimPoseHelper.GravCompLeftLeg
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 14.0f.

◆ GravCompRightArm

float GTA.NaturalMotion.AnimPoseHelper.GravCompRightArm
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 14.0f.

◆ GravCompRightLeg

float GTA.NaturalMotion.AnimPoseHelper.GravCompRightLeg
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 14.0f.

◆ GravCompSpine

float GTA.NaturalMotion.AnimPoseHelper.GravCompSpine
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 14.0f.

◆ GravityCompensation

float GTA.NaturalMotion.AnimPoseHelper.GravityCompensation
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 14.0f.

◆ MuscleStiffness

float GTA.NaturalMotion.AnimPoseHelper.MuscleStiffness
set

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).

Default value = -1.0f. Min value = -1.1f. Max value = 10.0f.

◆ MuscleStiffnessLeftArm

float GTA.NaturalMotion.AnimPoseHelper.MuscleStiffnessLeftArm
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 10.0f.

◆ MuscleStiffnessLeftLeg

float GTA.NaturalMotion.AnimPoseHelper.MuscleStiffnessLeftLeg
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 10.0f.

◆ MuscleStiffnessRightArm

float GTA.NaturalMotion.AnimPoseHelper.MuscleStiffnessRightArm
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 10.0f.

◆ MuscleStiffnessRightLeg

float GTA.NaturalMotion.AnimPoseHelper.MuscleStiffnessRightLeg
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 10.0f.

◆ MuscleStiffnessSpine

float GTA.NaturalMotion.AnimPoseHelper.MuscleStiffnessSpine
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 10.0f.

◆ OverideHeadlook

bool GTA.NaturalMotion.AnimPoseHelper.OverideHeadlook
set

Overide Headlook behavior (if animPose includes the head).

Default value = False.

◆ OveridePointArm

bool GTA.NaturalMotion.AnimPoseHelper.OveridePointArm
set

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

Default value = False.

◆ OveridePointGun

bool GTA.NaturalMotion.AnimPoseHelper.OveridePointGun
set

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

Default value = False.

◆ Stiffness

float GTA.NaturalMotion.AnimPoseHelper.Stiffness
set

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.

Default value = -1.0f. Min value = -1.1f. Max value = 16.0f.

◆ StiffnessLeftArm

float GTA.NaturalMotion.AnimPoseHelper.StiffnessLeftArm
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 16.0f.

◆ StiffnessLeftLeg

float GTA.NaturalMotion.AnimPoseHelper.StiffnessLeftLeg
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 16.0f.

◆ StiffnessRightArm

float GTA.NaturalMotion.AnimPoseHelper.StiffnessRightArm
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 16.0f.

◆ StiffnessRightLeg

float GTA.NaturalMotion.AnimPoseHelper.StiffnessRightLeg
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 16.0f.

◆ StiffnessSpine

float GTA.NaturalMotion.AnimPoseHelper.StiffnessSpine
set

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

Default value = -1.0f. Min value = -1.0f. Max value = 16.0f.

◆ UseZMPGravityCompensation

bool GTA.NaturalMotion.AnimPoseHelper.UseZMPGravityCompensation
set

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

Default value = True.


The documentation for this class was generated from the following file: