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								leenkx/blender/lnx/logicnode/animation/LN_simple_foot_ik.py
									
									
									
									
									
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								leenkx/blender/lnx/logicnode/animation/LN_simple_foot_ik.py
									
									
									
									
									
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							| @ -0,0 +1,54 @@ | ||||
| from lnx.logicnode.lnx_nodes import * | ||||
|  | ||||
| class SimpleFootIKNode(LnxLogicTreeNode): | ||||
|     """Performs inverse kinematics on the selected armature with specified bone. | ||||
|      | ||||
|     @input Object: Armature on which IK should be performed. | ||||
|  | ||||
|     @input Bone: Effector or tip bone for the inverse kinematics | ||||
|  | ||||
|     @input Goal Position: Position in world coordinates the effector bone will track to | ||||
|  | ||||
|     @input Enable Pole: Bend IK solution towards pole location | ||||
|  | ||||
|     @input Pole Position: Location of the pole in world coordinates | ||||
|  | ||||
|     @input Chain Length: Number of bones to include in the IK solver including the effector. If set to 0, all bones from effector to the root bone of the armature will be considered. | ||||
|      | ||||
|     @input Max Iterations: Maximum allowed FABRIK iterations to solve for IK. For longer chains, more iterations are needed. | ||||
|  | ||||
|     @input Precision: Presition of IK to stop at. It is described as a tolerence in length. Typically 0.01 is a good value. | ||||
|  | ||||
|     @input Roll Angle: Roll the bones along their local axis with specified radians. set 0 for no extra roll. | ||||
|     """ | ||||
|     bl_idname = 'LNSimpleFootIKNode' | ||||
|     bl_label = 'Foot IK Node' | ||||
|     lnx_version = 1 | ||||
|     lnx_section = 'armature' | ||||
|  | ||||
|     property0: HaxeStringProperty('property0', name = '', default = '') | ||||
|     property1: HaxeStringProperty('property1', name = '', default = '') | ||||
|  | ||||
|     def draw_buttons(self, context, layout): | ||||
|         layout.label(text='Left Foot Name:') | ||||
|         layout.prop(self, 'property0') | ||||
|         layout.label(text='Right Foot Name:') | ||||
|         layout.prop(self, 'property1') | ||||
|  | ||||
|     def lnx_init(self, context): | ||||
|         self.add_input('LnxNodeSocketObject', 'Object') | ||||
|         self.add_input('LnxNodeSocketAnimTree', 'Action') | ||||
|         self.add_input('LnxFloatSocket', 'Scan Height', default_value = 1.0) | ||||
|         self.add_input('LnxFloatSocket', 'Scan Depth', default_value = 1.0) | ||||
|         self.add_input('LnxIntSocket', 'Collision Mask', default_value = 1) | ||||
|         self.add_input('LnxFloatSocket', 'Height Offset', default_value = 0.0) | ||||
|         self.add_input('LnxFloatSocket', 'Foot Offset', default_value = 0.0) | ||||
|         self.add_input('LnxFloatSocket', 'Offset Threshold', default_value = 1.0) | ||||
|         self.add_input('LnxFloatSocket', 'Interp Speed', default_value = 0.1) | ||||
|         self.add_input('LnxIntSocket', 'Bone Group', default_value = -1) | ||||
|         self.add_input('LnxFloatSocket', 'Influence', default_value = 1.0) | ||||
|         self.add_input('LnxBoolSocket', 'Use Pole Targets', default_value = False) | ||||
|         self.add_input('LnxBoolSocket', 'Rotate Foot', default_value = False) | ||||
|         self.add_input('LnxNodeSocketArray', 'Pole And Direction Array') | ||||
|  | ||||
|         self.add_output('LnxNodeSocketAnimTree', 'Result') | ||||
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