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Commit 2f2e8363 authored by Jonas Schueppen's avatar Jonas Schueppen
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Added LegPressingInfluence Factor to Settings to have more control over the leg behaivior

parent 2bc858be
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......@@ -1697,6 +1697,7 @@ void AMCController::SaveAnimation(float StartHaltingPoint, float EndHaltingPoint
AnimSaveState.Pawn->GetAnimInstance()->UseHandPos = UseHandPosition;
AnimSaveState.Pawn->GetAnimInstance()->LimitHandRot = LimitHandRotation;
AnimSaveState.Pawn->GetAnimInstance()->FingerAngleScale = FingerAngleScale;
AnimSaveState.Pawn->GetAnimInstance()->LegPressingInfluence = LegPressingInfluence;
AnimSaveState.Pawn->GetAnimInstance()->SnapshotAnimations.Empty();
if (Scale > 0.f) {
AnimSaveState.Pawn->GetAnimInstance()->Scale = FVector(Scale, Scale, Scale);
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......@@ -83,6 +83,9 @@ public:
UPROPERTY(BlueprintReadWrite)
float FingerAngleScale = 1.f;
UPROPERTY(BlueprintReadWrite)
float LegPressingInfluence = -2.f;
virtual void NativeInitializeAnimation() override;
virtual void NativeUpdateAnimation(float DeltaSeconds) override;
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......@@ -260,6 +260,8 @@ public:
UPROPERTY(EditAnywhere, meta = (DisplayName = "Finger Angle Scale", Category = "MotionCapture Anim"))
float FingerAngleScale = 1.f;
UPROPERTY(EditAnywhere, meta = (DisplayName = "Leg Compressing for Reducing strange Artifacts", Category = "MotionCapture Anim"))
float LegPressingInfluence = -2.f;
//UPROPERTY(EditAnywhere, meta = (DisplayName = "Edit Offsets Mode", Category = "MotionCapture Anim"))
bool EditOffsetMode = false;
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