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KF2-Dev-Scripts/KFGame/Classes/KFAnim_BlendFacialExpression.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFAnim_BlendFacialExpression
//=============================================================================
// Facial expression blend node. Could be modified to extend
// AnimNode_MultiBlendPerBone which would add several features without a
// significant performance cost. For now just use the lightweight version.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Andrew "Strago" Ladenberger
//=============================================================================
class KFAnim_BlendFacialExpression extends AnimNodeBlendPerBone
native(Anim);
/** If the LOD of this skeletal mesh is at or above this LOD, then this BlendNode will not be applied. */
var(Performance) int IgnoreAtOrAboveLOD;
cpptext
{
virtual void GetBoneAtoms(FBoneAtomArray& Atoms, const TArray<BYTE>& DesiredBones, FBoneAtom& RootMotionDelta, INT& bHasRootMotion, FCurveKeyArray& CurveKeys);
};
defaultproperties
{
NodeName="Blend Facial Expression"
Children(1)=(Name="Face")
IgnoreAtOrAboveLOD=2
// AnimNodeBlendPerBone settings
bForceLocalSpaceBlend=true
BranchStartBoneName={(Center_Lip_Upper, Left_Eyebrow, Right_Eyebrow, Left_Lip_Corner,
Right_Lip_Corner, Eyelid_Lower, Eyelid_Upper, Jaw)}
// AnimNode_MultiBlendPerBone settings
//MaskList(0)={(
// BranchList={((BoneName=Center_Lip_Upper), (BoneName=Left_Eyebrow), (BoneName=Right_Eyebrow), (BoneName=Left_Lip_Corner),
// (BoneName=Right_Lip_Corner), (BoneName=Eyelid_Lower), (BoneName=Eyelid_Upper), (BoneName=Jaw))}
// )}
}