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    Class AnimPoseHelper

    Inheritance
    Object
    CustomHelper
    AnimPoseHelper
    Inherited Members
    CustomHelper.Start()
    CustomHelper.Start(Int32)
    CustomHelper.Stop()
    CustomHelper.SetArgument(String, Boolean)
    CustomHelper.SetArgument(String, Int32)
    CustomHelper.SetArgument(String, Single)
    CustomHelper.SetArgument(String, String)
    CustomHelper.SetArgument(String, Vector3)
    CustomHelper.ResetArguments()
    CustomHelper.ToString()
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: GTA.NaturalMotion
    Assembly: ScriptHookVDotNet3.dll
    Syntax
    public sealed class AnimPoseHelper : CustomHelper

    Constructors

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    AnimPoseHelper(Ped)

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

    Declaration
    public AnimPoseHelper(Ped ped)
    Parameters
    Type Name Description
    Ped ped

    The Ped to send the AnimPose Message to.

    Properties

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    AnimSource

    Declaration
    public AnimSource AnimSource { set; }
    Property Value
    Type Description
    AnimSource
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    ConnectedLeftFoot

    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).

    Declaration
    public int ConnectedLeftFoot { set; }
    Property Value
    Type Description
    Int32
    Remarks

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

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    ConnectedLeftHand

    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).

    Declaration
    public int ConnectedLeftHand { set; }
    Property Value
    Type Description
    Int32
    Remarks

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

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    ConnectedRightFoot

    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).

    Declaration
    public int ConnectedRightFoot { set; }
    Property Value
    Type Description
    Int32
    Remarks

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

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    ConnectedRightHand

    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).

    Declaration
    public int ConnectedRightHand { set; }
    Property Value
    Type Description
    Int32
    Remarks

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

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    DampenSideMotionInstanceIndex

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

    Declaration
    public int DampenSideMotionInstanceIndex { set; }
    Property Value
    Type Description
    Int32
    Remarks

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

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    Damping

    Damping of masked joints.

    Declaration
    public float Damping { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    DampingLeftArm

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

    Declaration
    public float DampingLeftArm { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    DampingLeftLeg

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

    Declaration
    public float DampingLeftLeg { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    DampingRightArm

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

    Declaration
    public float DampingRightArm { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    DampingRightLeg

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

    Declaration
    public float DampingRightLeg { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    DampingSpine

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

    Declaration
    public float DampingSpine { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    EffectorMask

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

    Declaration
    public string EffectorMask { set; }
    Property Value
    Type Description
    String
    Remarks

    Default value = "ub".

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    GravCompLeftArm

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

    Declaration
    public float GravCompLeftArm { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    GravCompLeftLeg

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

    Declaration
    public float GravCompLeftLeg { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    GravCompRightArm

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

    Declaration
    public float GravCompRightArm { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    GravCompRightLeg

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

    Declaration
    public float GravCompRightLeg { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    GravCompSpine

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

    Declaration
    public float GravCompSpine { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    GravityCompensation

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

    Declaration
    public float GravityCompensation { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    MuscleStiffness

    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).

    Declaration
    public float MuscleStiffness { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    MuscleStiffnessLeftArm

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

    Declaration
    public float MuscleStiffnessLeftArm { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    MuscleStiffnessLeftLeg

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

    Declaration
    public float MuscleStiffnessLeftLeg { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    MuscleStiffnessRightArm

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

    Declaration
    public float MuscleStiffnessRightArm { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    MuscleStiffnessRightLeg

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

    Declaration
    public float MuscleStiffnessRightLeg { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    MuscleStiffnessSpine

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

    Declaration
    public float MuscleStiffnessSpine { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    OverideHeadlook

    Overide Headlook behavior (if animPose includes the head).

    Declaration
    public bool OverideHeadlook { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = False.

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    OveridePointArm

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

    Declaration
    public bool OveridePointArm { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = False.

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    OveridePointGun

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

    Declaration
    public bool OveridePointGun { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = False.

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    Stiffness

    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.

    Declaration
    public float Stiffness { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    StiffnessLeftArm

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

    Declaration
    public float StiffnessLeftArm { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    StiffnessLeftLeg

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

    Declaration
    public float StiffnessLeftLeg { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    StiffnessRightArm

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

    Declaration
    public float StiffnessRightArm { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    StiffnessRightLeg

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

    Declaration
    public float StiffnessRightLeg { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    StiffnessSpine

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

    Declaration
    public float StiffnessSpine { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    UseZMPGravityCompensation

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

    Declaration
    public bool UseZMPGravityCompensation { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = True.

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