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reference_motion
This reference was generated automatically. Please do not edit the page directly, instead change the docstrings of the nodes in their Python files or the generator script and open a pull request. Thank you for contributing!
This reference was built for Armory 2023.11.
- Basic
- Data
- Motion
- Values
- Graphics
- Sound
- Misc
Stores the given action as a variable.
Interpolates between the two given actions.
Applies forward kinematics in the given object bone.
Performs inverse kinematics on the selected armature with specified bone.
Inputs:
-
Object
: Armature on which IK should be performed. -
Bone
: Effector or tip bone for the inverse kinematics -
Goal Position
: Position in world coordinates the effector bone will track to -
Enable Pole
: Bend IK solution towards pole location -
Pole Position
: Location of the pole in world coordinates -
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. -
Max Iterations
: Maximum allowed FABRIK iterations to solve for IK. For longer chains, more iterations are needed. -
Precision
: Presition of IK to stop at. It is described as a tolerence in length. Typically 0.01 is a good value. -
Roll Angle
: Roll the bones along their local axis with specified radians. set 0 for no extra roll.
Returns the information about the current action of the given object.
Get if a particular bone is animated by Forward kinematics or Inverse kinematics only.
Returns bone transform in world space.
Returns the information about the current tilesheet of the given object.
Outputs:
-
Active Tilesheet
: Current active tilesheet. -
Active Action
: Current action in the tilesheet. -
Frame
: Frame offset with 0 as the first frame of the active action. -
Absolute Frame
: Absolute frame index in this tilesheet. -
Is Paused
: Tilesheet action paused.
Activates the output when the object action reaches the action marker.
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Set Action Paused
.
Pauses the given action.
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Set Tilesheet Paused
.
Pauses the given tilesheet action.
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Play Action From
.
Plays the given action.
Plays animation action, that starts from given frame, and ends at given frame.
Inputs:
-
In
: Activates the node logic. -
Object
: States object/armature to run the animation action on. -
Action
: States animation action to be played. -
Start Frame
: Sets frame the animation should start at. -
End Frame
: Sets frame the animation should end at. HINT: Set to "-1" if you want the total frames length of the animation. -
Blend
: Sets rate to blend multiple animations together. -
Speed
: Sets rate the animation plays at. -
Loop
: Sets whether the animation should rewind itself after finishing.
Outputs:
-
Out
: Executes whenever the node is run. -
Done
: Executes whenever the played animation is finished. (Only triggers if looping is false.)
Plays the given tilesheet action.
Removes the given object parent to the given bone.
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Set Action Paused
.
Resumes the given action.
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Set Tilesheet Paused
.
Resumes the given tilesheet action.
Sets the action paused state of the given object.
Sets the current action playback speed of the given object.
Set the active tilesheet.
Set particular bone to be animated by Forward kinematics or Inverse kinematics only. All other animations will be ignored
Sets the given object parent to the given bone.
Sets the speed of the given particle source.
Set the frame of the current tilesheet action.
Inputs:
-
Frame
: Frame offset to set with 0 as the first frame of the active action.
Sets the tilesheet paused state of the given object.
Makes a NavCrowd agent go to location.
Inputs:
-
In
: Start navigation. -
Object
: The object to navigate. Object must haveNavCrowd
trait applied. -
Location
: Closest point on the navmesh to navigate to.
Gets the speed and turn duration of the agent
Makes a NavMesh agent go to location.
Inputs:
-
In
: Start navigation. -
Object
: The object to navigate. Object must haveNavAgent
trait applied. -
Location
: Closest point on the navmesh to navigate to. -
Speed
: Rate of movement. -
Turn Duration
: Rate of turn. -
Height Offset
: Height of the object from the navmesh. -
Use Raycast
: Use physics ray cast to get more precise z positioning. -
Ray Cast Depth
: Depth of ray cast from the object origin. -
Ray Cast Mask
: Ray cast mask for collision detection.
Outputs:
-
Out
: Executed immidiately after start of the navigation. -
Tick Position
: Executed at every step of navigation translation. -
Tick Rotation
: Executed at every step of navigation rotation.
TO DO.
Pick a location coordinates in the given NavMesh.
Stops the given NavMesh agent.
Appends transform to the given object.
Returns the dimension of the given object.
Get the location of the given object in world coordinates.
See also:
Inputs:
-
Parent Relative
: If enabled, transforms the world coordinates into object parent local coordinates
Returns the current rotation of the given object.
Returns the scale of the given object.
Returns the transformation of the given object. An object's transform consists of vectors describing its global location, rotation and scale.
Returns the world orientation of the given object.
Returns a rotation that makes something look away from X,Y or Z, and instead look in the 'from->to' direction
Rotates the given object.
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Rotate Object
.
Deprecated. It is recommended to use the 'Rotate Object' node instead.
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Set Object Scale
.
Deprecated. 'Use Set Object Scale' instead.
Decompose a rotation into one of its mathematical representations
Separates the transform of the given object.
Set the location of the given object in world coordinates.
See also:
Inputs:
-
Parent Relative
: If enabled, transforms the world coordinates into object parent local coordinates
Sets the rotation of the given object.
Sets the scale of the given object.
Sets the transform of the given object.
Operates the two given transform values.
Returns vector from the given transform.
Translates (moves) the given object using the given vector in world coordinates.
Translates (moves) the given object using the given vector in the local coordinates.
Transform world coordinates into object oriented coordinates (in other words: apply object rotation to it).
See also:
Transform world coordinates into object local coordinates.
See also:
Add a physics constraint to constrain two rigid bodies if not already present.
See also:
Options:
-
Fixed
: No fredom of movement. Relative positions and rotations of rigid bodies are fixed -
Point
: Both rigid bodies are constrained at the pivot object. -
Hinge
: Constrained objects can move only along angular Z axis of the pivot object. -
Slider
: Constrained objects can move only along linear X axis of the pivot object. -
Piston
: Constrained objects can move only and rotate along X axis of the pivot object. -
GenericSpring
: Fully custimizable generic 6 degree of freedom constraint with optional springs. All liner and angular axes can be constrained along with spring options. UsePhysics Constraint Node
to set a combination of constraints and springs.
Inputs:
-
Pivot object
: The object to which the physics constraint traint is applied. This object will not be affected by the constraint but is necessary to specify the constraint axes and location. Hence, the pivot object need not be a rigid body. Typically anEmpty
object may be used. Each pivot object can have only one constraint trait applied. Moving/rotating/parenting the pivot object after the constraint is applied has no effect. However, removig the pivot object removes the constraint andRB 1
andRB 2
are no longer constrained. -
RB 1
: The first rigid body to be constrained. Must be a rigid body. This object can be constrained by more than one constraint. -
RB 2
: The second rigid body to be constrained. Must be a rigid body. This object can be constrained by more than one constraint. -
Disable Collisions
: Disable collisions betweenRB 1
andRB 2
-
Breakable
: Constraint can break if stress on the constraint is more than the set threshold. Disable this option to disable breaking. -
Breaking threshold
: Stress on the constraint above which the constraint breaks. Depends on the mass, velocity of rigid bodies and type of constraint. -
Limit Lower
: Lower limit of the consraint in that particular axis -
Limit Upper
: Upper limit of the constraint in that particular axis. (lower limit
=upper limit
) --> Fully constrained. (lower limit
<upper limit
) --> Partially constrained (lower limit
>upper limit
) --> Full freedom. -
Angular limits
: Limits to constarin rotation. Specified in degrees. Range (-360 to +360) -
Add Constarint
: Option to add custom constraint toGeneric Spring
type.
Adds a rigid body to an object if not already present.
Options:
-
Advanced
: Shows optional advanced options for rigid body. -
Shape
: Shape of the rigid body including Box, Sphere, Capsule, Cone, Cylinder, Convex Hull and Mesh
Inputs:
-
Object
: Object to which rigid body is added. -
Mass
: Mass of the rigid body. Must be > 0. -
Active
: Rigid body actively participates in the physics world and will be affected by collisions -
Animated
: Rigid body follows animation and will affect other active non-animated rigid bodies. -
Trigger
: Rigid body behaves as a trigger and detects collision. However, rigd body does not contribute to or receive collissions. -
Friction
: Surface friction of the rigid body. Minimum value = 0, Preferred max value = 1. -
Bounciness
: How elastic is the surface of the rigid body. Minimum value = 0, Preferred max value = 1. -
Continuous Collision Detection (CCD)
: Detects for collisions in between frames. Use only for very fast moving objects. -
Collision Margin
: Enable an external margin for collision detection -
Margin
: Length of the collision margin. Must be > 0. -
Linear Damping
: Damping for linear translation. Recommended range 0 to 1. -
Angular Damping
: Damping for angular translation. Recommended range 0 to 1. -
Angular Friction
: Rolling or angular friction. Recommended range >= 0 -
Use Deactivation
: Deactive this rigid body when below the Linear and Angular velocity threshold. Enable to improve performance. -
Linear Velocity Threshold
: Velocity below which decativation occurs if enabled. -
Angular Velocity Threshold
: Velocity below which decativation occurs if enabled. -
Collision Group
: A set of rigid bodies that can interact with each other -
Collision Mask
: Bitmask to filter collisions. Collision can occur between two rigid bodies if they have atleast one bit in common.
Outputs:
-
Rigid body
: Object to which rigid body was added. -
Out
: activated after rigid body is added.
Applies force in the given rigid body.
See also:
Inputs:
-
Force
: the force vector -
On Local Axis
: iftrue
, interpret the force vector as in object space
Applies force in the given rigid body at the given position.
See also:
Inputs:
-
Force
: the force vector -
Force On Local Axis
: iftrue
, interpret the force vector as in object space -
Location
: the location where to apply the force -
Relative Location
: iftrue
, use the location relative to the objects location, otherwise use world coordinates
Applies impulse in the given rigid body.
See also:
Inputs:
-
Impulse
: the impulse vector -
On Local Axis
: iftrue
, interpret the impulse vector as in object space
Applies impulse in the given rigid body at the given position.
See also:
Inputs:
-
Impulse
: the impulse vector -
Impulse On Local Axis
: iftrue
, interpret the impulse vector as in object space -
Location
: the location where to apply the impulse -
Relative Location
: iftrue
, use the location relative to the objects location, otherwise use world coordinates
Applies torque to the given rigid body.
Applies torque impulse in the given rigid body.
Casts a convex rigid body and get the closest hit point. Also called Convex Sweep Test.
See also:
Inputs:
-
Convex RB
: A convex Rigid Body object to be used for the sweep test. -
From
: The initial location of the convex object. -
To
: The final location of the convex object. -
Rotation
: Rotation of the Convex RB during sweep test. -
Mask
: A bit mask value to specify which objects are considered
Outputs:
-
Hit Position
: The hit position in world coordinates -
Convex Position
: Position of the convex RB at the time of collision. -
Normal
: The surface normal of the hit position relative to the world.
Casts a convex rigid body and get the closest hit point. Also called Convex Sweep Test.
See also:
Inputs:
-
In
: Input trigger -
Convex RB
: A convex Rigid Body object to be used for the sweep test. -
From
: The initial location of the convex object. -
To
: The final location of the convex object. -
Rotation
: Rotation of the Convex RB during sweep test. -
Mask
: A bit mask value to specify which objects are considered
Outputs:
-
Out
: Output after hit -
Hit Position
: The hit position in world coordinates -
Convex Position
: Position of the convex RB at the time of collision. -
Normal
: The surface normal of the hit position relative to the world.
Returns an array with all objects that are colliding with the given object.
See also:
Returns the data of the given rigid body.
Returns the first object that is colliding with the given object.
See also:
Returns the world velocity of the given point along the rigid body.
Returns the world velocity of the given rigid body.
Returns the world gravity.
See also:
Returns whether the given rigid body has contact with another given rigid body.
Returns whether the given rigid body has contact with other given rigid bodies.
Activates the output when the rigid body make contact with another rigid body.
Options:
-
Begin
: the output is activated on the first frame when the two objects have contact -
End
: the output is activated on the frame after the last frame when the two objects had contact -
Overlap
: the output is activated on each frame the object have contact
Activates the output when the given rigid body make contact with other given rigid bodies.
Activates the output when the given object enters, overlaps or leaves the bounding box of the given trigger object. (Note: Works even if objects are not Rigid Bodies).
Inputs:
-
RB
: this object is taken as the entering object -
Trigger
: this object is used as the volume trigger
Custom physics constraint to add to Add Physics Constarint
node.
See also:
Options:
-
Linear/Angualr
: Select if constrint is applied along linear or angular axis. -
Axis
: Local axis of the pivot object along which the constraint is applied. -
Spring
: Constraint is a Spring along the selected axis.
Inputs:
-
Limit Lower
: Lower limit of the consraint in that particular axis -
Limit Upper
: Upper limit of the constraint in that particular axis. (lower limit
=upper limit
) --> Fully constrained. (lower limit
<upper limit
) --> Partially constrained (lower limit
>upper limit
) --> Full freedom.
Picks the rigid body in the given location using the screen coordinates (2D).
See also:
Inputs:
-
Screen Coords
: the location at which to pick, in screen coordinates -
Mask
: a bit mask value to specify which objects are considered
Outputs:
-
RB
: the object that was hit -
Hit
: the hit position in world coordinates -
Normal
: the hit normal in world coordinates
Returns whether the given rigid body is active or sleeping.
Casts a physics ray and returns the first object that is hit by this ray.
See also:
Inputs:
-
From
: the location from where to start the ray, in world coordinates -
To
: the target location of the ray, in world coordinates -
Mask
: a bit mask value to specify which objects are considered
Outputs:
-
RB
: the object that was hit -
Hit
: the hit position in world coordinates -
Normal
: the surface normal of the hit position relative to the world
Casts a physics ray and returns the first object that is hit by this ray.
See also:
Inputs:
-
In
: Input trigger -
From
: the location from where to start the ray, in world coordinates -
To
: the target location of the ray, in world coordinates -
Mask
: a bit mask value to specify which objects are considered
Outputs:
-
Out
: Output after hit -
RB
: the object that was hit -
Hit
: the hit position in world coordinates -
Normal
: the surface normal of the hit position relative to the world
Removes the rigid body from the given object.
Sets the rigid body simulation state of the given object.
Sets the friction of the given rigid body.
Sets whether the gravity is enabled for the given rigid body.
Sets the velocity of the given rigid body.
Sets the world gravity.
See also:
Returns true
if the given rigid body enters, overlaps or leaves the given volume trigger.
Inputs:
-
RB
: this object is taken as the entering object -
Trigger
: this object is used as the volume trigger