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BaseRigPoseModifierData

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The base of the rig pose modifiers of a skin. A pose modifier changes the pose of the skeleton after the animation graph has produced it and before the mesh is skinned. A skin lists its modifiers in SkinMeshDataProperties.rigPoseModifierData.

The order. On every pose evaluation the client runs the modifiers by kind, not in the order of the skin's list:

Order Kind What it does
1 LockRootOrientationRigPoseModifierData Keeps a joint facing the same way while the unit turns.
2 SyncedAnimationRigPoseModifierData Brings the units of a shared animation to one place.
3 ConformToPathRigPoseModifierData Makes a chain of joints trail behind the unit.
4 JointSnapRigPoseModifilerData Snaps one joint onto another.
5 VertexAnimationRigPoseModifierData Runs a spring on the movement of the unit. It changes no joint.
6 SpringPhysicsRigPoseModifierData Makes one joint lag behind the unit and swing back.
7 JointOrientationRigPoseModifierData Turns joints to face a direction or a place.
8 DynamicsChainRigPoseModifierData Simulates joints with physics.

The first seven kinds run on the pose in joint-local space. The joints are then converted to world space, and the dynamics chains run on the world space pose.

Skinning, sockets and every lookup of a joint by name read the pose after all of them.

Modifiers the client adds by itself. Three kinds need no entry in the skin's list. The client goes through the events of every clip of the unit's animation graph, and adds a joint snap modifier for a JointSnapEventData, a lock root orientation modifier for a LockRootOrientationEventData, and a synced animation modifier for a SyncedAnimationEventData. These three classes have no settings: everything they do comes from the event.

The other kinds exist only where a skin lists them. The events that change them, such as SpringPhysicsEventData and JointOrientationEventData, do nothing on a skin without the modifier.

Referenced by 1 class · 1 property