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.PointGunHelper Class Reference
Inheritance diagram for GTA.NaturalMotion.PointGunHelper:
GTA.NaturalMotion.CustomHelper

Public Member Functions

 PointGunHelper (Ped ped)
 Creates a new Instance of the PointGunHelper for sending a PointGun 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

bool EnableRight [set]
 Allow right hand to point/support?. More...
 
bool EnableLeft [set]
 Allow right hand to point/support?. More...
 
Vector3 LeftHandTarget [set]
 Target for the left Hand. More...
 
int LeftHandTargetIndex [set]
 Index of the object that the left hand target is specified in, -1 is world space. More...
 
Vector3 RightHandTarget [set]
 Target for the right Hand. More...
 
int RightHandTargetIndex [set]
 Index of the object that the right hand target is specified in, -1 is world space. More...
 
float LeadTarget [set]
 NB: Only Applied to single handed weapons (some more work is required to have this tech on two handed weapons). Amount to lead target based on target velocity relative to the chest. More...
 
float ArmStiffness [set]
 Stiffness of the arm. More...
 
float ArmStiffnessDetSupport [set]
 Stiffness of the arm on pointing arm when a support arm is detached from a two-handed weapon. More...
 
float ArmDamping [set]
 Damping. More...
 
float GravityOpposition [set]
 Amount of gravity opposition on pointing arm. More...
 
float GravOppDetachedSupport [set]
 Amount of gravity opposition on pointing arm when a support arm is detached from a two-handed weapon. More...
 
float MassMultDetachedSupport [set]
 Amount of mass of weapon taken into account by gravity opposition on pointing arm when a support arm is detached from a two-handed weapon. The lower the value the more the character doesn't know about the weapon mass and therefore is more affected by it. More...
 
bool AllowShotLooseness [set]
 Allow shot to set a lower arm muscleStiffness than pointGun normally would. More...
 
float ClavicleBlend [set]
 How much of blend should come from incoming transforms 0(all IK) .. 1(all ITMs) For pointing arms only. (Support arm uses the IK solution as is for clavicles). More...
 
float ElbowAttitude [set]
 Controls arm twist. (except in pistolIK). More...
 
int SupportConstraint [set]
 Type of constraint between the support hand and gun. 0=no constraint, 1=hard distance constraint, 2=Force based constraint, 3=hard spherical constraint. More...
 
float ConstraintMinDistance [set]
 For supportConstraint = 1: Support hand constraint distance will be slowly reduced until it hits this value. This is for stability and also allows the pointing arm to lead a little. Don't set lower than NM_MIN_STABLE_DISTANCECONSTRAINT_DISTANCE 0.001f. More...
 
float MakeConstraintDistance [set]
 For supportConstraint = 1: Minimum distance within which support hand constraint will be made. More...
 
float ReduceConstraintLengthVel [set]
 For supportConstraint = 1: Velocity at which to reduce the support hand constraint length. More...
 
float BreakingStrength [set]
 For supportConstraint = 1: strength of the supporting hands constraint (kg m/s), -1 to ignore/disable. More...
 
float BrokenSupportTime [set]
 Once constraint is broken then do not try to reconnect/support for this amount of time. More...
 
float BrokenToSideProb [set]
 Probability that the when a constraint is broken that during brokenSupportTime a side pose will be selected. More...
 
float ConnectAfter [set]
 If gunArm has been controlled by other behaviors for this time when it could have been pointing but couldn't due to pointing only allowed if connected, change gunArm pose to something that could connect for connectFor seconds. More...
 
float ConnectFor [set]
 Time to try to reconnect for. More...
 
int OneHandedPointing [set]
 0 = don't allow, 1= allow for kPistol(two handed pistol) only, 2 = allow for kRifle only, 3 = allow for kPistol and kRifle. Allow one handed pointing - no constraint if cant be supported . If not allowed then gunHand does not try to point at target if it cannot be supported - the constraint will be controlled by always support. More...
 
bool AlwaysSupport [set]
 Support a non pointing gunHand i.e. if in zero pose (constrain as well if constraint possible). More...
 
bool PoseUnusedGunArm [set]
 Apply neutral pose when a gun arm isn't in use. NB: at the moment Rifle hand is always controlled by pointGun. More...
 
bool PoseUnusedSupportArm [set]
 Apply neutral pose when a support arm isn't in use. More...
 
bool PoseUnusedOtherArm [set]
 Apply neutral pose to the non-gun arm (otherwise it is always under the control of other behaviors or not set). If the non-gun hand is a supporting hand it is not controlled by this parameter but by poseUnusedSupportArm. More...
 
float MaxAngleAcross [set]
 Max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point. More...
 
float MaxAngleAway [set]
 Max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point. More...
 
int FallingLimits [set]
 0= don't apply limits. 1=apply the limits below only when the character is falling. 2 = always apply these limits (instead of applying maxAngleAcross and maxAngleAway which only limits the horizontal angle but implicity limits the updown (the limit shape is a vertical hinge). More...
 
float AcrossLimit [set]
 Max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point. i.e. for rightHanded gun this is the angle left of the midline. More...
 
float AwayLimit [set]
 Max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point. i.e. for rightHanded gun this is the angle right of the midline. More...
 
float UpLimit [set]
 Max aiming angle(deg) upwards from body midline measured from chest forward that the character will try to point. More...
 
float DownLimit [set]
 Max aiming angle(deg) downwards from body midline measured from chest forward that the character will try to point. More...
 
int RifleFall [set]
 Pose the rifle hand to reduce complications with collisions. 0 = false, 1 = always when falling, 2 = when falling except if falling backwards. More...
 
int FallingSupport [set]
 Allow supporting of a rifle(or two handed pistol) when falling. 0 = false, 1 = support if allowed, 2 = support until constraint not active (don't allow support to restart), 3 = support until constraint not effective (support hand to support distance must be less than 0.15 - don't allow support to restart). More...
 
int FallingTypeSupport [set]
 What is considered a fall by fallingSupport). Apply fallingSupport 0=never(will support if allowed), 1 = falling, 2 = falling except if falling backwards, 3 = falling and collided, 4 = falling and collided except if falling backwards, 5 = falling except if falling backwards until collided. More...
 
int PistolNeutralType [set]
 0 = byFace, 1=acrossFront, 2=bySide. NB: bySide is not connectible so be careful if combined with kPistol and oneHandedPointing = 0 or 2. More...
 
bool NeutralPoint4Pistols [set]
 NOT IMPLEMENTED YET KEEP=false - use pointing for neutral targets in pistol modes. More...
 
bool NeutralPoint4Rifle [set]
 Use pointing for neutral targets in rifle mode. More...
 
bool CheckNeutralPoint [set]
 Check the neutral pointing is pointable, if it isn't then choose a neutral pose instead. More...
 
Vector3 Point2Side [set]
 Side, up, back) side is left for left arm, right for right arm mmmmtodo. More...
 
float Add2WeaponDistSide [set]
 Add to weaponDistance for point2Side neutral pointing (to straighten the arm). More...
 
Vector3 Point2Connect [set]
 Side, up, back) side is left for left arm, right for rght arm mmmmtodo. More...
 
float Add2WeaponDistConnect [set]
 Add to weaponDistance for point2Connect neutral pointing (to straighten the arm). More...
 
bool UsePistolIK [set]
 Enable new ik for pistol pointing. More...
 
bool UseSpineTwist [set]
 Use spine twist to orient chest?. More...
 
bool UseTurnToTarget [set]
 Turn balancer to help gun point at target. More...
 
bool UseHeadLook [set]
 Use head look to drive head?. More...
 
float ErrorThreshold [set]
 Angular difference between pointing direction and target direction above which feedback will be generated. More...
 
float FireWeaponRelaxTime [set]
 Duration of arms relax following firing weapon. NB:This is clamped (0,5) in pointGun. More...
 
float FireWeaponRelaxAmount [set]
 Relax multiplier following firing weapon. Recovers over relaxTime. More...
 
float FireWeaponRelaxDistance [set]
 Range of motion for ik-based recoil. More...
 
bool UseIncomingTransforms [set]
 Use the incoming transforms to inform the pointGun of the primaryWeaponDistance, poleVector for the arm. More...
 
bool MeasureParentOffset [set]
 If useIncomingTransforms = true and measureParentOffset=true then measure the Pointing-from offset from parent effector, using itms - this should point the barrel of the gun to the target. This is added to the rightHandParentOffset. NB NOT used if rightHandParentEffector LT 0. More...
 
Vector3 LeftHandParentOffset [set]
 Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down. More...
 
int LeftHandParentEffector [set]
 1 = Use leftShoulder. Effector from which the left hand pointing originates. Ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied. More...
 
Vector3 RightHandParentOffset [set]
 Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down. This is added to the measured one if useIncomingTransforms=true and measureParentOffset=true. NB NOT used if rightHandParentEffector LT 0. Pistol(0,0,0) Rifle(0.0032, 0.0, -0.0). More...
 
int RightHandParentEffector [set]
 1 = Use rightShoulder.. Effector from which the right hand pointing originates. Ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied. More...
 
float PrimaryHandWeaponDistance [set]
 Distance from the shoulder to hold the weapon. If -1 and useIncomingTransforms then weaponDistance is read from ITMs. WeaponDistance=primaryHandWeaponDistance clamped [0.2f:m_maxArmReach=0.65] if useIncomingTransforms = false. pistol 0.60383, rifle 0.336. More...
 
bool ConstrainRifle [set]
 Use hard constraint to keep rifle stock against shoulder?. More...
 
float RifleConstraintMinDistance [set]
 Rifle constraint distance. Deliberately kept large to create a flat constraint surface where rifle meets the shoulder. More...
 
bool DisableArmCollisions [set]
 Disable collisions between right hand/forearm and the torso/legs. More...
 
bool DisableRifleCollisions [set]
 Disable collisions between right hand/forearm and spine3/spine2 if in rifle mode. 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

◆ PointGunHelper()

GTA.NaturalMotion.PointGunHelper.PointGunHelper ( Ped  ped)

Creates a new Instance of the PointGunHelper for sending a PointGun Message to a given Ped.

Parameters
pedThe Ped to send the PointGun Message to.

Property Documentation

◆ AcrossLimit

float GTA.NaturalMotion.PointGunHelper.AcrossLimit
set

Max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point. i.e. for rightHanded gun this is the angle left of the midline.

Default value = 90.0f. Min value = 0.0f. Max value = 180.0f.

◆ Add2WeaponDistConnect

float GTA.NaturalMotion.PointGunHelper.Add2WeaponDistConnect
set

Add to weaponDistance for point2Connect neutral pointing (to straighten the arm).

Default value = 0.0f. Min value = -1.0f. Max value = 1000.0f.

◆ Add2WeaponDistSide

float GTA.NaturalMotion.PointGunHelper.Add2WeaponDistSide
set

Add to weaponDistance for point2Side neutral pointing (to straighten the arm).

Default value = 0.3f. Min value = -1.0f. Max value = 1000.0f.

◆ AllowShotLooseness

bool GTA.NaturalMotion.PointGunHelper.AllowShotLooseness
set

Allow shot to set a lower arm muscleStiffness than pointGun normally would.

Default value = False.

◆ AlwaysSupport

bool GTA.NaturalMotion.PointGunHelper.AlwaysSupport
set

Support a non pointing gunHand i.e. if in zero pose (constrain as well if constraint possible).

Default value = False.

◆ ArmDamping

float GTA.NaturalMotion.PointGunHelper.ArmDamping
set

Damping.

Default value = 1.0f. Min value = 0.1f. Max value = 5.0f.

◆ ArmStiffness

float GTA.NaturalMotion.PointGunHelper.ArmStiffness
set

Stiffness of the arm.

Default value = 14.0f. Min value = 2.0f. Max value = 15.0f.

◆ ArmStiffnessDetSupport

float GTA.NaturalMotion.PointGunHelper.ArmStiffnessDetSupport
set

Stiffness of the arm on pointing arm when a support arm is detached from a two-handed weapon.

Default value = 8.0f. Min value = 2.0f. Max value = 15.0f.

◆ AwayLimit

float GTA.NaturalMotion.PointGunHelper.AwayLimit
set

Max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point. i.e. for rightHanded gun this is the angle right of the midline.

Default value = 90.0f. Min value = 0.0f. Max value = 180.0f.

◆ BreakingStrength

float GTA.NaturalMotion.PointGunHelper.BreakingStrength
set

For supportConstraint = 1: strength of the supporting hands constraint (kg m/s), -1 to ignore/disable.

Default value = -1.0f. Min value = -1.0f. Max value = 1000.0f.

◆ BrokenSupportTime

float GTA.NaturalMotion.PointGunHelper.BrokenSupportTime
set

Once constraint is broken then do not try to reconnect/support for this amount of time.

Default value = 1.0f. Min value = 0.0f. Max value = 5.0f.

◆ BrokenToSideProb

float GTA.NaturalMotion.PointGunHelper.BrokenToSideProb
set

Probability that the when a constraint is broken that during brokenSupportTime a side pose will be selected.

Default value = 0.5f. Min value = 0.0f. Max value = 1.0f.

◆ CheckNeutralPoint

bool GTA.NaturalMotion.PointGunHelper.CheckNeutralPoint
set

Check the neutral pointing is pointable, if it isn't then choose a neutral pose instead.

Default value = False.

◆ ClavicleBlend

float GTA.NaturalMotion.PointGunHelper.ClavicleBlend
set

How much of blend should come from incoming transforms 0(all IK) .. 1(all ITMs) For pointing arms only. (Support arm uses the IK solution as is for clavicles).

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

◆ ConnectAfter

float GTA.NaturalMotion.PointGunHelper.ConnectAfter
set

If gunArm has been controlled by other behaviors for this time when it could have been pointing but couldn't due to pointing only allowed if connected, change gunArm pose to something that could connect for connectFor seconds.

Default value = 0.7f. Min value = 0.0f. Max value = 5.0f.

◆ ConnectFor

float GTA.NaturalMotion.PointGunHelper.ConnectFor
set

Time to try to reconnect for.

Default value = 0.6f. Min value = 0.0f. Max value = 5.0f.

◆ ConstrainRifle

bool GTA.NaturalMotion.PointGunHelper.ConstrainRifle
set

Use hard constraint to keep rifle stock against shoulder?.

Default value = True.

◆ ConstraintMinDistance

float GTA.NaturalMotion.PointGunHelper.ConstraintMinDistance
set

For supportConstraint = 1: Support hand constraint distance will be slowly reduced until it hits this value. This is for stability and also allows the pointing arm to lead a little. Don't set lower than NM_MIN_STABLE_DISTANCECONSTRAINT_DISTANCE 0.001f.

Default value = 0.0f. Min value = 0.0f. Max value = 0.1f.

◆ DisableArmCollisions

bool GTA.NaturalMotion.PointGunHelper.DisableArmCollisions
set

Disable collisions between right hand/forearm and the torso/legs.

Default value = False.

◆ DisableRifleCollisions

bool GTA.NaturalMotion.PointGunHelper.DisableRifleCollisions
set

Disable collisions between right hand/forearm and spine3/spine2 if in rifle mode.

Default value = False.

◆ DownLimit

float GTA.NaturalMotion.PointGunHelper.DownLimit
set

Max aiming angle(deg) downwards from body midline measured from chest forward that the character will try to point.

Default value = 45.0f. Min value = 0.0f. Max value = 180.0f.

◆ ElbowAttitude

float GTA.NaturalMotion.PointGunHelper.ElbowAttitude
set

Controls arm twist. (except in pistolIK).

Default value = 0.3f. Min value = -1.0f. Max value = 1.0f.

◆ EnableLeft

bool GTA.NaturalMotion.PointGunHelper.EnableLeft
set

Allow right hand to point/support?.

Default value = True.

◆ EnableRight

bool GTA.NaturalMotion.PointGunHelper.EnableRight
set

Allow right hand to point/support?.

Default value = True.

◆ ErrorThreshold

float GTA.NaturalMotion.PointGunHelper.ErrorThreshold
set

Angular difference between pointing direction and target direction above which feedback will be generated.

Default value = 0.4f. Min value = 0.0f. Max value = 3.1f.

◆ FallingLimits

int GTA.NaturalMotion.PointGunHelper.FallingLimits
set

0= don't apply limits. 1=apply the limits below only when the character is falling. 2 = always apply these limits (instead of applying maxAngleAcross and maxAngleAway which only limits the horizontal angle but implicity limits the updown (the limit shape is a vertical hinge).

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

◆ FallingSupport

int GTA.NaturalMotion.PointGunHelper.FallingSupport
set

Allow supporting of a rifle(or two handed pistol) when falling. 0 = false, 1 = support if allowed, 2 = support until constraint not active (don't allow support to restart), 3 = support until constraint not effective (support hand to support distance must be less than 0.15 - don't allow support to restart).

Default value = 1. Min value = 0. Max value = 3.

◆ FallingTypeSupport

int GTA.NaturalMotion.PointGunHelper.FallingTypeSupport
set

What is considered a fall by fallingSupport). Apply fallingSupport 0=never(will support if allowed), 1 = falling, 2 = falling except if falling backwards, 3 = falling and collided, 4 = falling and collided except if falling backwards, 5 = falling except if falling backwards until collided.

Default value = 0. Min value = 0. Max value = 5.

◆ FireWeaponRelaxAmount

float GTA.NaturalMotion.PointGunHelper.FireWeaponRelaxAmount
set

Relax multiplier following firing weapon. Recovers over relaxTime.

Default value = 0.5f. Min value = 0.1f. Max value = 1.0f.

◆ FireWeaponRelaxDistance

float GTA.NaturalMotion.PointGunHelper.FireWeaponRelaxDistance
set

Range of motion for ik-based recoil.

Default value = 0.1f. Min value = 0.0f. Max value = 0.3f.

◆ FireWeaponRelaxTime

float GTA.NaturalMotion.PointGunHelper.FireWeaponRelaxTime
set

Duration of arms relax following firing weapon. NB:This is clamped (0,5) in pointGun.

Default value = 0.4f. Min value = 0.0f. Max value = 5.0f.

◆ GravityOpposition

float GTA.NaturalMotion.PointGunHelper.GravityOpposition
set

Amount of gravity opposition on pointing arm.

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

◆ GravOppDetachedSupport

float GTA.NaturalMotion.PointGunHelper.GravOppDetachedSupport
set

Amount of gravity opposition on pointing arm when a support arm is detached from a two-handed weapon.

Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.

◆ LeadTarget

float GTA.NaturalMotion.PointGunHelper.LeadTarget
set

NB: Only Applied to single handed weapons (some more work is required to have this tech on two handed weapons). Amount to lead target based on target velocity relative to the chest.

Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.

◆ LeftHandParentEffector

int GTA.NaturalMotion.PointGunHelper.LeftHandParentEffector
set

1 = Use leftShoulder. Effector from which the left hand pointing originates. Ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied.

Default value = -1. Min value = -1. Max value = 21.

◆ LeftHandParentOffset

Vector3 GTA.NaturalMotion.PointGunHelper.LeftHandParentOffset
set

Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down.

Default value = Vector3(0.0f, 0.0f, 0.0f).

◆ LeftHandTarget

Vector3 GTA.NaturalMotion.PointGunHelper.LeftHandTarget
set

Target for the left Hand.

Default value = Vector3(0.0f, 0.0f, 0.0f).

◆ LeftHandTargetIndex

int GTA.NaturalMotion.PointGunHelper.LeftHandTargetIndex
set

Index of the object that the left hand target is specified in, -1 is world space.

Default value = -1.

◆ MakeConstraintDistance

float GTA.NaturalMotion.PointGunHelper.MakeConstraintDistance
set

For supportConstraint = 1: Minimum distance within which support hand constraint will be made.

Default value = 0.1f. Min value = 0.0f. Max value = 3.0f.

◆ MassMultDetachedSupport

float GTA.NaturalMotion.PointGunHelper.MassMultDetachedSupport
set

Amount of mass of weapon taken into account by gravity opposition on pointing arm when a support arm is detached from a two-handed weapon. The lower the value the more the character doesn't know about the weapon mass and therefore is more affected by it.

Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.

◆ MaxAngleAcross

float GTA.NaturalMotion.PointGunHelper.MaxAngleAcross
set

Max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point.

Default value = 90.0f. Min value = 0.0f. Max value = 180.0f.

◆ MaxAngleAway

float GTA.NaturalMotion.PointGunHelper.MaxAngleAway
set

Max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point.

Default value = 90.0f. Min value = 0.0f. Max value = 180.0f.

◆ MeasureParentOffset

bool GTA.NaturalMotion.PointGunHelper.MeasureParentOffset
set

If useIncomingTransforms = true and measureParentOffset=true then measure the Pointing-from offset from parent effector, using itms - this should point the barrel of the gun to the target. This is added to the rightHandParentOffset. NB NOT used if rightHandParentEffector LT 0.

Default value = True.

◆ NeutralPoint4Pistols

bool GTA.NaturalMotion.PointGunHelper.NeutralPoint4Pistols
set

NOT IMPLEMENTED YET KEEP=false - use pointing for neutral targets in pistol modes.

Default value = False.

◆ NeutralPoint4Rifle

bool GTA.NaturalMotion.PointGunHelper.NeutralPoint4Rifle
set

Use pointing for neutral targets in rifle mode.

Default value = True.

◆ OneHandedPointing

int GTA.NaturalMotion.PointGunHelper.OneHandedPointing
set

0 = don't allow, 1= allow for kPistol(two handed pistol) only, 2 = allow for kRifle only, 3 = allow for kPistol and kRifle. Allow one handed pointing - no constraint if cant be supported . If not allowed then gunHand does not try to point at target if it cannot be supported - the constraint will be controlled by always support.

Default value = 1. Min value = 0. Max value = 3.

◆ PistolNeutralType

int GTA.NaturalMotion.PointGunHelper.PistolNeutralType
set

0 = byFace, 1=acrossFront, 2=bySide. NB: bySide is not connectible so be careful if combined with kPistol and oneHandedPointing = 0 or 2.

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

◆ Point2Connect

Vector3 GTA.NaturalMotion.PointGunHelper.Point2Connect
set

Side, up, back) side is left for left arm, right for rght arm mmmmtodo.

Default value = Vector3(-1.0f, -0.9f, -0.2f).

◆ Point2Side

Vector3 GTA.NaturalMotion.PointGunHelper.Point2Side
set

Side, up, back) side is left for left arm, right for right arm mmmmtodo.

Default value = Vector3(5.0f, -5.0f, -2.0f).

◆ PoseUnusedGunArm

bool GTA.NaturalMotion.PointGunHelper.PoseUnusedGunArm
set

Apply neutral pose when a gun arm isn't in use. NB: at the moment Rifle hand is always controlled by pointGun.

Default value = False.

◆ PoseUnusedOtherArm

bool GTA.NaturalMotion.PointGunHelper.PoseUnusedOtherArm
set

Apply neutral pose to the non-gun arm (otherwise it is always under the control of other behaviors or not set). If the non-gun hand is a supporting hand it is not controlled by this parameter but by poseUnusedSupportArm.

Default value = False.

◆ PoseUnusedSupportArm

bool GTA.NaturalMotion.PointGunHelper.PoseUnusedSupportArm
set

Apply neutral pose when a support arm isn't in use.

Default value = False.

◆ PrimaryHandWeaponDistance

float GTA.NaturalMotion.PointGunHelper.PrimaryHandWeaponDistance
set

Distance from the shoulder to hold the weapon. If -1 and useIncomingTransforms then weaponDistance is read from ITMs. WeaponDistance=primaryHandWeaponDistance clamped [0.2f:m_maxArmReach=0.65] if useIncomingTransforms = false. pistol 0.60383, rifle 0.336.

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

◆ ReduceConstraintLengthVel

float GTA.NaturalMotion.PointGunHelper.ReduceConstraintLengthVel
set

For supportConstraint = 1: Velocity at which to reduce the support hand constraint length.

Default value = 1.5f. Min value = 0.1f. Max value = 10.0f.

◆ RifleConstraintMinDistance

float GTA.NaturalMotion.PointGunHelper.RifleConstraintMinDistance
set

Rifle constraint distance. Deliberately kept large to create a flat constraint surface where rifle meets the shoulder.

Default value = 0.2f. Min value = 0.0f.

◆ RifleFall

int GTA.NaturalMotion.PointGunHelper.RifleFall
set

Pose the rifle hand to reduce complications with collisions. 0 = false, 1 = always when falling, 2 = when falling except if falling backwards.

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

◆ RightHandParentEffector

int GTA.NaturalMotion.PointGunHelper.RightHandParentEffector
set

1 = Use rightShoulder.. Effector from which the right hand pointing originates. Ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied.

Default value = -1. Min value = -1. Max value = 21.

◆ RightHandParentOffset

Vector3 GTA.NaturalMotion.PointGunHelper.RightHandParentOffset
set

Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down. This is added to the measured one if useIncomingTransforms=true and measureParentOffset=true. NB NOT used if rightHandParentEffector LT 0. Pistol(0,0,0) Rifle(0.0032, 0.0, -0.0).

Default value = Vector3(0.0f, 0.0f, 0.0f).

◆ RightHandTarget

Vector3 GTA.NaturalMotion.PointGunHelper.RightHandTarget
set

Target for the right Hand.

Default value = Vector3(0.0f, 0.0f, 0.0f).

◆ RightHandTargetIndex

int GTA.NaturalMotion.PointGunHelper.RightHandTargetIndex
set

Index of the object that the right hand target is specified in, -1 is world space.

Default value = -1.

◆ SupportConstraint

int GTA.NaturalMotion.PointGunHelper.SupportConstraint
set

Type of constraint between the support hand and gun. 0=no constraint, 1=hard distance constraint, 2=Force based constraint, 3=hard spherical constraint.

Default value = 1. Min value = 0. Max value = 3.

◆ UpLimit

float GTA.NaturalMotion.PointGunHelper.UpLimit
set

Max aiming angle(deg) upwards from body midline measured from chest forward that the character will try to point.

Default value = 90.0f. Min value = 0.0f. Max value = 180.0f.

◆ UseHeadLook

bool GTA.NaturalMotion.PointGunHelper.UseHeadLook
set

Use head look to drive head?.

Default value = True.

◆ UseIncomingTransforms

bool GTA.NaturalMotion.PointGunHelper.UseIncomingTransforms
set

Use the incoming transforms to inform the pointGun of the primaryWeaponDistance, poleVector for the arm.

Default value = True.

◆ UsePistolIK

bool GTA.NaturalMotion.PointGunHelper.UsePistolIK
set

Enable new ik for pistol pointing.

Default value = True.

◆ UseSpineTwist

bool GTA.NaturalMotion.PointGunHelper.UseSpineTwist
set

Use spine twist to orient chest?.

Default value = True.

◆ UseTurnToTarget

bool GTA.NaturalMotion.PointGunHelper.UseTurnToTarget
set

Turn balancer to help gun point at target.

Default value = False.


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