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Toolhelp Animgraph Editor English

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0% found this document useful (0 votes)
7 views39 pages

Toolhelp Animgraph Editor English

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 39

"lang"

{
"Tokens"
{
"Element.CStateMachineAnimNode" "State Machine Anim Node"
"Element.CStateMachineAnimNode:help" "Graph node that uses
states, transitions, and conditions to determine which child node should be used"
"Attribute.CStateMachineAnimNode.m_sName" "Name"
"Attribute.CStateMachineAnimNode.m_sName:help" "The name of the
anim graph node. Shown in the header bar of the node in the graph editor. If no
name is set, or the name is \"Unnamed\", then the graph editor will show the type
of the node as its name. "
"Element.CSequenceAnimNode" "Keyframe Anim Node"
"Element.CSequenceAnimNode:help" "Represents a single
keyframed animation (Sequence) and is responsible for its basic playback as part of
the graph.

Resetting a Keyframed Anim Node will set its playback time (and current frame) back
to zero. "
"Attribute.CSequenceAnimNode.m_sName" "Name"
"Attribute.CSequenceAnimNode.m_sName:help" "The name of the
anim graph node. Shown in the header bar of the node in the graph editor. If no
name is set, or the name is \"Unnamed\", then the graph editor will show the name
of the selected sequence. "
"Attribute.CSequenceAnimNode.m_sequenceName" "Sequence"
"Attribute.CSequenceAnimNode.m_sequenceName:help" "The
sequence that this node will play"
"Attribute.CSequenceAnimNode.m_playbackSpeed" "Playback Speed"
"Attribute.CSequenceAnimNode.m_playbackSpeed:help" "The speed
scale at which the animation will be played. eg: <br/>
1 : Normal Speed <br/>
2 : Twice normal speed <br/>
0 : No speed; freeze on the current frame <br/>
-1 : Play backwards

Note that this value also affects the value of the duration that this node returns
to its parents. "
"Attribute.CSequenceAnimNode.m_bLoop" "Loop"
"Attribute.CSequenceAnimNode.m_bLoop:help" "Whether or not
the animation should loop"
"Element.CChoiceAnimNode" "Choice Anim Node"
"Element.CChoiceAnimNode:help" "This node randomly chooses
one of its children to play"
"Attribute.CChoiceAnimNode.m_sName" "Name"
"Attribute.CChoiceAnimNode.m_sName:help" "The name of the anim
graph node. Shown in the header bar of the node in the graph editor. If no name
is set, or the name is \"Unnamed\", then the graph editor will show the type of the
node as its name. "
"Attribute.CMoverAnimNode.m_sName" "Name"
"Attribute.CMoverAnimNode.m_sName:help" "The name of the anim
graph node. Shown in the header bar of the node in the graph editor. If no name
is set, or the name is \"Unnamed\", then the graph editor will show the type of the
node as its name. "
"Attribute.CBlendAnimNode.m_sName" "Name"
"Attribute.CBlendAnimNode.m_sName:help" "The name of the anim
graph node. Shown in the header bar of the node in the graph editor. If no name
is set, or the name is \"Unnamed\", then the graph editor will show the type of the
node as its name. "
"Attribute.CAddAnimNode.m_sName" "Name"
"Attribute.CAddAnimNode.m_sName:help" "The name of the anim
graph node. Shown in the header bar of the node in the graph editor. If no name
is set, or the name is \"Unnamed\", then the graph editor will show the type of the
node as its name. "
"Attribute.CRootAnimNode.m_sName" "Name"
"Attribute.CRootAnimNode.m_sName:help" "The name of the anim
graph node. Shown in the header bar of the node in the graph editor. If no name
is set, or the name is \"Unnamed\", then the graph editor will show the type of the
node as its name. "
"Attribute.CTurnHelperAnimNode.m_sName" "Name"
"Attribute.CTurnHelperAnimNode.m_sName:help" "The name of the
anim graph node. Shown in the header bar of the node in the graph editor. If no
name is set, or the name is \"Unnamed\", then the graph editor will show the type
of the node as its name. "
"Attribute.CCycleControlAnimNode.m_sName" "Name"
"Attribute.CCycleControlAnimNode.m_sName:help" "The name of the
anim graph node. Shown in the header bar of the node in the graph editor. If no
name is set, or the name is \"Unnamed\", then the graph editor will show the type
of the node as its name. "
"Attribute.CChoiceAnimNode.m_choiceMethod" "Method"
"Attribute.CChoiceAnimNode.m_choiceMethod:help" "The logic used to
pick a child node. <br/>
<b>-<em> WeightedRandom:</em></b> Randomly choose the next child based on their
weighting. Can pick the same child twice in a row. <br/>
<b>- <em>WeightedRandomNoRepeat:</em></b> Same as WeightedRandom, but prevents the
same child from being chosen twice in a row. <br/>
- Iterate: The next selected child is the one that comes after the current one.
<br/>
<b>- <em>IterateRandom:</em></b> Randomly choose between the children that have not
been played, and don't repeat any children until they've all been played. <br/>
"
"Attribute.CChoiceAnimNode.m_choiceChangeMethod" "Change
Selection"
"Attribute.CChoiceAnimNode.m_choiceChangeMethod:help" "Determine
when the node selects a new child: <br/>
- <b>OnReset:</b> Only make a new choice when the node is reset by its parent <br/>
- <b>OnCycleEnd:</b> Make a new selection when the current one has finished
playing. <br/>
- <b>OnResetOrCycleEnd:</b> Make a new choice when the node is reset or when the
current selecion's cycle ends"
"Attribute.CChoiceAnimNode.m_blendTime" "Blend Duration"
"Attribute.CChoiceAnimNode.m_blendTime:help" "When a new choice
has been made and the node has not been reset, the node will blend from the old
choice to the new one. This is how long the node should take to perform that
blend. "
"Attribute.CChoiceAnimNode.m_bResetChosen" "Reset On
Selection"
"Attribute.CChoiceAnimNode.m_bResetChosen:help" "If true, the
child nodes will be reset when they get selected"
"Element.CMoverAnimNode" "Mover Anim Node"
"Element.CMoverAnimNode:help" "Creates root motion procedurally"
"Attribute.CMoverAnimNode.m_bApplyMovement" "Generate
Movement"
"Attribute.CMoverAnimNode.m_bApplyMovement:help" "Create root
motion that matches the movement direction and speed input to the graph"
"Attribute.CMoverAnimNode.m_bOrientMovement" "Orient Movement"
"Attribute.CMoverAnimNode.m_bOrientMovement:help" "Add
rotation root motion to turn the character to face the direction set in the \"Turn
to Face\" property"
"Attribute.CMoverAnimNode.m_facingTarget" "Face Direction"
"Attribute.CMoverAnimNode.m_facingTarget:help" "If the \"Turn to
Face\" property is true, this is the direction that the character will turn
towards. "
"Attribute.CMoverAnimNode.m_bLimitTurnSpeed" "Limit Turn Speed"
"Attribute.CMoverAnimNode.m_bLimitTurnSpeed:help" "If \"Orient
Movement\" is true, this toggles whether or not rate of turn should be clamped"
"Attribute.CMoverAnimNode.m_flMaxTurnSpeed" "Max Turn Speed"
"Attribute.CMoverAnimNode.m_flMaxTurnSpeed:help" "If the rate
of turn is clamped (ie: \"Limit Turn Speed\" is true), this is the speed (in
degrees per second) that the turn rate will be clamped to. "
"Attribute.CMoverAnimNode.m_bAdditive" "Additive"
"Attribute.CMoverAnimNode.m_bAdditive:help" "If true, the root
motion generated by this node will be added to the root motion produced by its
children. <br/>
<br/>
If false, then the root motion from the children of this node will be ignored, and
the root motion generated by this node will replace it.
"
"Element.CBlendAnimNode" "Blend 1D Anim Node"
"Element.CBlendAnimNode:help" "A 1-Dimensional blend between a
set of child nodes.
<br/>
<br/>
The node is given an input parameter to track, and each node is given a value. The
node will then find the two children whose values the input parameter is between,
and blend between them. "
"Attribute.CBlendAnimNode.m_blendValueSource" "Blend Source"
"Attribute.CBlendAnimNode.m_blendValueSource:help" "The input
source that is driving the blend"
"Attribute.CBlendAnimNode.m_param" "Parameter"
"Attribute.CBlendAnimNode.m_param:help" "If the Blend Source is
set to \"Parameter\", this needs to be set to the parameter that should be used.
Note that only Float parameters are supported. "
"Attribute.CBlendAnimNode.m_bLoop" "Loop"
"Attribute.CBlendAnimNode.m_bLoop:help" "Toggle whether or not
the playback of the child nodes should loop.
<br/>
<br/>
Note that the Blend 1D node explicitly controls the playback of its children, so
that it can ensure that their cycles always match, even if the animations are
different lengths. This means that the loop setting on the children of blend nodes
is ignored, and only the loop setting on the Blend 1D node matters. "
"Attribute.CBlendAnimNode.m_bLockBlendOnReset" "Lock Blend on
Reset"
"Attribute.CBlendAnimNode.m_bLockBlendOnReset:help" "When false,
the blend is refreshed every frame.
<br/>
<br/>
When true, the blend is only refresh when the node is reset. The cycle advances
normally, however. This is so that you can keep the blend value the same for the
duration of the playback of an animation, even if the input value changes. "
"Element.CRootAnimNode" "Final Pose"
"Element.CRootAnimNode:help" "The top level (ie: right-most)
node of the tree. Each update of the graph, evaluation starts from here.
<br/>
<br/>
Each graph must have exactly one Final Pose node in order to work.
<br/>
<br/>
"
"Element.CAddAnimNode" "Additive Anim Node"
"Element.CAddAnimNode:help" "Additively blend two child nodes
together"
"Element.CAnimState" "State"
"Element.CAnimState:help" "A state in the state machine.
Each state corresponds to one child of this anim node in the graph"
"Attribute.CAnimState.m_name" "Name"
"Attribute.CAnimState.m_name:help" "The name of this state. "
"Attribute.CAnimState.m_bIsStartState" "Start State"
"Attribute.CAnimState.m_bIsStartState:help" "Toggles whether
this state should be the current state when the graph is reset. Each state machine
should have exactly one start state. "
"Attribute.CAnimState.m_bIsEndtState" "End State"
"Attribute.CAnimState.m_bIsEndtState:help" "Is a state is
marked as an End State, and its child is \"finished\", then the state machine will
tell its parent that it also is \"finished\". State machines can have zero or more
End States"
"Attribute.CAnimState.m_bIsPassthrough" "Passthrough"
"Attribute.CAnimState.m_bIsPassthrough:help" "Normally when a
state becomes the current state, its exit transitions are not evaluated until the
next time the graph is updated. Setting a state as a Passthrough State will cause
it to evaluate its exit transitions during the same update that it becomes the
current state. So its possible for the state become the current state, then pass
control to another state in the same frame. "
"Attribute.CAnimState.m_bIsRootMotionExclusive" "Exclusive Root
Motion"
"Attribute.CAnimState.m_bIsRootMotionExclusive:help" "Normally,
root motion and the animation itself is blended between the old state and the new
state when a state transition occurs.
<br/>
<br/>
When this option is set and this state becomes the current state, only its root
motion is used, and it is not blended with the root motion of the old state, but
the animation is still blended"
"Element.CAnimStateTransition" "Transition"
"Element.CAnimStateTransition:help" "A transition between two
states. Defines what conditions need to be met in order for the transition to be
taken, and how the old node should blend into the new node. "
"Attribute.CAnimStateTransition.m_blendDuration" "Blend
Duration"
"Attribute.CAnimStateTransition.m_blendDuration:help" "How long
the blend from the old state to the new state should take"
"Attribute.CAnimStateTransition.m_bReset" "Reset Destination"
"Attribute.CAnimStateTransition.m_bReset:help" "When true, the
child node connected to the destination state will be reset when this transition is
taken. "
"Attribute.CAnimStateTransition.m_resetCycleOption" "Start Cycle
At"
"Attribute.CAnimStateTransition.m_resetCycleOption:help" "Set
the cycle that the destination state should be reset to.
<UL>
<LI> <b>Beginning</b> : Set the state's cycle to 0
<LI> <b>SameAsSourceState</b> : Set the destination state's cycle to the source
state's cycle
<LI> <b>InverseSourceCycle</b> : Set the destination state's cycle to (1 - source
state's cycle)
</UL>"
"Attribute.CMoverAnimNode.m_bTurnToFace" "Turn to Face"
"Attribute.CMoverAnimNode.m_bTurnToFace:help" "Toggle whether or
not the character's body should turn to face a direction"
"Element.CAimMatrixAnimNode" "Aim Matrix Node"
"Element.CAimMatrixAnimNode:help" "Treats each frame of a
single animation as the pose for a direction, and will blend them to create a
combined pose to \"aim\" the character in that given direction"
"Attribute.CAimMatrixAnimNode.m_sName" "Name"
"Attribute.CAimMatrixAnimNode.m_sName:help" "The name of the
anim graph node. Shown in the header bar of the node in the graph editor. If no
name is set, or the name is \"Unnamed\", then the graph editor will show the type
of the node as its name. "
"Attribute.CAimMatrixAnimNode.m_sequenceName" "Sequence"
"Attribute.CAimMatrixAnimNode.m_sequenceName:help" "The
sequence containing the aim poses in each frame. Assumes that the frames are set
up like this:

<OL>
<LI> Bottom Left
<LI> Bottom Center
<LI> Bottom Right
<LI> Middle Left
<LI> Middle Center
<LI> Middle Right
<LI> Up Left
<LI> Up Center
<LI> Up Right
<LI> Straight Up
</OL>"
"Attribute.CAimMatrixAnimNode.m_fAngleIncrement" "Angle
Increment"
"Attribute.CAimMatrixAnimNode.m_fAngleIncrement:help" "The angle
difference between the center pose and the outer poses. eg: if the Angle Increment
is 45, then the right pose is assumed to point 45 degrees to the right, the up pose
points 45 degrees up, etc."
"Attribute.CAimMatrixAnimNode.m_targetDirection" "Target
Direction"
"Attribute.CAimMatrixAnimNode.m_targetDirection:help" "The input
vector that is driving the blend. "
"Attribute.CAimMatrixAnimNode.m_param" "Parameter"
"Attribute.CAimMatrixAnimNode.m_param:help" "If <b>Target</b>
is set to <em>Position Parameter</em>, this field is the anim parameter that is
driving the blend. Note that only Vector parameters are displayed as options"
"Attribute.CAimMatrixAnimNode.m_forwardDirection" "Forward
Direction"
"Attribute.CAimMatrixAnimNode.m_forwardDirection:help" "The
direction (in Model Space) that represents 'forward' for the blend. By default,
Source2 assumes +X is forward"
"Attribute.CAimMatrixAnimNode.m_damping" "Damping"
"Attribute.CAimMatrixAnimNode.m_damping:help" "Settings for
damping the motion of the blended aim over time"
"Attribute.CAnimInputDamping.m_speedFunction" "Speed Function"
"Attribute.CAnimInputDamping.m_speedFunction:help" "Controls
how damped speed is adjusted based on how far the current value is from the target
value.

<UL>
<LI> <b>No Damping:</b> Damping is not applied.
<LI> <b>Constant:</b> The damping speed does not change with distance from the
target value
<LI> <b>Spring:</b> A critically damped spring is used to accelerate the current
value toward the target value. The farther the current value is from the target,
the more the acceleration. However the spring will not overshoot the target value.
</UL>"
"Attribute.CAnimInputDamping.m_fSpeedScale" "Speed Scale"
"Attribute.CAnimInputDamping.m_fSpeedScale:help" "Scales the
speed of the damping, or in the case of the Spring <b>Speed Function</b> it
controls the strength of the spring. "
"Attribute.CAnimInputDamping.m_bLimitSpeed" "Limit Speed"
"Attribute.CAnimInputDamping.m_bLimitSpeed:help" "Toggle
whether or not to clamp the damping speed"
"Attribute.CAnimInputDamping.m_flMinSpeed" "Min Speed"
"Attribute.CAnimInputDamping.m_flMinSpeed:help" "If <b>Limit Speed
</b>is set, this is the slowest speed that the dampened value can change at. "
"Attribute.CAnimInputDamping.m_flMaxSpeed" "Max Speed"
"Attribute.CAnimInputDamping.m_flMaxSpeed:help" "If <b>Limit Speed
</b>is set, this is the fastest speed that the dampened value can change at. "
"Attribute.CMoverAnimNode.m_damping" "Damping"
"Attribute.CMoverAnimNode.m_damping:help" "Controls how fast the
character will turn when <b>Turn to Face</b> is true. "
"Attribute.CBoneMaskAnimNode.m_flRootMotionBlend" "Root Motion
Blend"
"Attribute.CBoneMaskAnimNode.m_flRootMotionBlend:help" "Contr
ols how the root motion is blended between the two source animations. A value of 0
means use only the motion from child1, a value of 1 means use only child2"
"Element.CDirectPlaybackAnimNode" "Direct Playback Node"
"Element.CDirectPlaybackAnimNode:help" "Allows game code to
tell the graph the play a sequence at this point in the graph hierarchy. This node
is necessary in order to play scripted sequences. "
"Attribute.CSequenceAnimNode.m_networkMode" "Network Mode"
"Attribute.CSequenceAnimNode.m_networkMode:help" "Defines
where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CBlendAnimNode.m_networkMode" "Network Mode"
"Attribute.CBlendAnimNode.m_networkMode:help" "Defines where the
logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>
<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CRootAnimNode.m_networkMode" "Network Mode"
"Attribute.CRootAnimNode.m_networkMode:help" "Defines where the
logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CStateMachineAnimNode.m_networkMode" "Network Mode"
"Attribute.CStateMachineAnimNode.m_networkMode:help" "Defines
where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CChoiceAnimNode.m_networkMode" "Network Mode"
"Attribute.CChoiceAnimNode.m_networkMode:help" "Defines where the
logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CCycleControlAnimNode.m_networkMode" "Network Mode"
"Attribute.CCycleControlAnimNode.m_networkMode:help" "Defines
where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CAddAnimNode.m_networkMode" "Network Mode"
"Attribute.CAddAnimNode.m_networkMode:help" "Defines where the
logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CSubtractAnimNode.m_networkMode" "Network Mode"
"Attribute.CSubtractAnimNode.m_networkMode:help" "Defines
where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CMoverAnimNode.m_networkMode" "Network Mode"
"Attribute.CMoverAnimNode.m_networkMode:help" "Defines where the
logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CTurnHelperAnimNode.m_networkMode" "Network Mode"
"Attribute.CTurnHelperAnimNode.m_networkMode:help" "Defines
where the logic for this graph node is evaluated:
<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CAimMatrixAnimNode.m_networkMode" "Network Mode"
"Attribute.CAimMatrixAnimNode.m_networkMode:help" "Defines
where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CSpeedScaleAnimNode.m_networkMode" "Network Mode"
"Attribute.CSpeedScaleAnimNode.m_networkMode:help" "Defines
where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CDirectionalBlendAnimNode.m_networkMode" "Network
Mode"
"Attribute.CDirectionalBlendAnimNode.m_networkMode:help" "Defin
es where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>
<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CWayPointHelperAnimNode.m_networkMode" "Network
Mode"
"Attribute.CWayPointHelperAnimNode.m_networkMode:help" "Defin
es where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CBoneMaskAnimNode.m_networkMode" "Network Mode"
"Attribute.CBoneMaskAnimNode.m_networkMode:help" "Defines
where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CChoreoAnimNode.m_networkMode" "Network Mode"
"Attribute.CChoreoAnimNode.m_networkMode:help" "Defines where the
logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CDirectPlaybackAnimNode.m_networkMode" "Network
Mode"
"Attribute.CDirectPlaybackAnimNode.m_networkMode:help" "Defin
es where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CTwoBoneIKAnimNode.m_networkMode" "Network Mode"
"Attribute.CTwoBoneIKAnimNode.m_networkMode:help" "Defines
where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CLeanMatrixAnimNode.m_networkMode" "Network Mode"
"Attribute.CLeanMatrixAnimNode.m_networkMode:help" "Defines
where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CBlendAnimNode.m_bSyncCycles" "Sync Cycles"
"Attribute.CBlendAnimNode.m_bSyncCycles:help" "Set this option
to true to make all the blended animations have the same cycle. The blend node
will adjust the playback speed of its children so that they after each tick their
cycles match. "
"Attribute.CBlendAnimNode.m_damping" "Damping"
"Attribute.CBlendAnimNode.m_damping:help" "Controls how the output
of this node is blended over time"
"Attribute.CAnimInputDamping.m_fMinSpeed" "Minimum Speed"
"Attribute.CAnimInputDamping.m_fMinSpeed:help" "Enforce a minimum
speed at which the current value should approach the target value. Especially
important for the Spring setting, as the speed gets very slow as it approaches its
target value. "
"Element.CCycleControlAnimNode" "Cycle Control"
"Element.CCycleControlAnimNode:help" "Allows the cycle of its
child's animation to be set directly by a parameter"
"Attribute.CCycleControlAnimNode.m_param" "Parameter"
"Attribute.CCycleControlAnimNode.m_param:help" "The parameter to
use to control the cycle of the child node. Only support Float parameters"
"Attribute.CAddAnimNode.m_bResetBase" "Reset Base Child"
"Attribute.CAddAnimNode.m_bResetBase:help" "If true, then
when this node receives a reset it will forward the reset on to its Base Child"
"Attribute.CAddAnimNode.m_bResetAdditive" "Reset Additive Child"
"Attribute.CAddAnimNode.m_bResetAdditive:help" "If true, then
when this node receives a reset it will forward the reset on to its Additive Child"
"Attribute.CSubtractAnimNode.m_sName" "Name"
"Attribute.CSubtractAnimNode.m_sName:help" "The name of the
anim graph node. Shown in the header bar of the node in the graph editor. If no
name is set, or the name is \"Unnamed\", then the graph editor will show the type
of the node as its name. "
"Attribute.CSpeedScaleAnimNode.m_sName" "Name"
"Attribute.CSpeedScaleAnimNode.m_sName:help" "The name of the
anim graph node. Shown in the header bar of the node in the graph editor. If no
name is set, or the name is \"Unnamed\", then the graph editor will show the type
of the node as its name. "
"Attribute.CDirectionalBlendAnimNode.m_sName" "Name"
"Attribute.CDirectionalBlendAnimNode.m_sName:help" "The name of
the anim graph node. Shown in the header bar of the node in the graph editor. If
no name is set, or the name is \"Unnamed\", then the graph editor will show the
type of the node as its name. "
"Attribute.CWayPointHelperAnimNode.m_sName" "Name"
"Attribute.CWayPointHelperAnimNode.m_sName:help" "The name of
the anim graph node. Shown in the header bar of the node in the graph editor. If
no name is set, or the name is \"Unnamed\", then the graph editor will show the
type of the node as its name. "
"Attribute.CBoneMaskAnimNode.m_sName" "Name"
"Attribute.CBoneMaskAnimNode.m_sName:help" "The name of the
anim graph node. Shown in the header bar of the node in the graph editor. If no
name is set, or the name is \"Unnamed\", then the graph editor will show the type
of the node as its name. "
"Attribute.CChoreoAnimNode.m_sName" "Name"
"Attribute.CChoreoAnimNode.m_sName:help" "The name of the anim
graph node. Shown in the header bar of the node in the graph editor. If no name
is set, or the name is \"Unnamed\", then the graph editor will show the type of the
node as its name. "
"Attribute.CDirectPlaybackAnimNode.m_sName" "Name"
"Attribute.CDirectPlaybackAnimNode.m_sName:help" "The name of
the anim graph node. Shown in the header bar of the node in the graph editor. If
no name is set, or the name is \"Unnamed\", then the graph editor will show the
type of the node as its name. "
"Attribute.CTwoBoneIKAnimNode.m_sName" "Name"
"Attribute.CTwoBoneIKAnimNode.m_sName:help" "The name of the
anim graph node. Shown in the header bar of the node in the graph editor. If no
name is set, or the name is \"Unnamed\", then the graph editor will show the type
of the node as its name. "
"Attribute.CLeanMatrixAnimNode.m_sName" "Name"
"Attribute.CLeanMatrixAnimNode.m_sName:help" "The name of the
anim graph node. Shown in the header bar of the node in the graph editor. If no
name is set, or the name is \"Unnamed\", then the graph editor will show the type
of the node as its name. "
"Element.CSubtractAnimNode" "Subtract Anim Node"
"Element.CSubtractAnimNode:help" "Subtract the current pose of
one animation from another, and return the result"
"Attribute.CSubtractAnimNode.m_bResetBase" "Reset Base Child"
"Attribute.CSubtractAnimNode.m_bResetBase:help" "If true, then
when this node receives a reset it will forward the reset on to its Base Child"
"Attribute.CSubtractAnimNode.m_bResetSubtract" "Reset Subtracted
Child"
"Attribute.CSubtractAnimNode.m_bResetSubtract:help" "If true,
then when this node receives a reset it will forward the reset on to its Subtracted
Child"
"Element.CTurnHelperAnimNode" "Turn Helper Node"
"Element.CTurnHelperAnimNode:help" "Creates additional root
motion so that turn animations can be used to turn arbitrary distances. Eg: use a
90 degree turn anim to turn 87 degrees or 102 degrees

It does this by looking at the amount of rotation that happens over the length of
the child to figure out what angle the character would face with the animation
alone. Then over the course of the animation it will add or remove rotation so
that when the animation is done, its facing the desired direction. "
"Attribute.CTurnHelperAnimNode.m_facingTarget" "Turn to Face"
"Attribute.CTurnHelperAnimNode.m_facingTarget:help" "The
direction that we want the character to face"
"Attribute.CTurnHelperAnimNode.m_turnStartTime" "Turn Start Time"
"Attribute.CTurnHelperAnimNode.m_turnStartTime:help" "The time
(in seconds) at which this node should start applying the additional root rotation.
Try to time this with your animation to hide any foot sliding"
"Attribute.CTurnHelperAnimNode.m_turnDuration" "Turn Duration"
"Attribute.CTurnHelperAnimNode.m_turnDuration:help" "How long
(in seconds) after the start time that this node should take to apply its extra
root rotation. "
"Attribute.CTurnHelperAnimNode.m_bMatchChildDuration" "Match Child
Duration"
"Attribute.CTurnHelperAnimNode.m_bMatchChildDuration:help" "If
true, this setting will override the value set in <b>Turn Duration</b> and will
instead use the duration of its child"
"Attribute.CTurnHelperAnimNode.m_bClampDurationToChild" "Clamp
Turn to Child Duration"
"Attribute.CTurnHelperAnimNode.m_bClampDurationToChild:help"
"When true, this setting will clamp the Turn Duration so that the turn is finished
by the time the child node has finished playing"
"Attribute.CTurnHelperAnimNode.m_bUseManualTurnOffset" "Use
Manual Turn Offset"
"Attribute.CTurnHelperAnimNode.m_bUseManualTurnOffset:help" "When
turned off, this node will calculate the amount of rotation that its child node,
and then procedurally generates the rest.

When this option is on, the node will assume that the value of <b>Manual Turn
Offset</b> is the amount of rotation of the child node, and will not calculate it.
"
"Attribute.CTurnHelperAnimNode.m_manualTurnOffset" "Manual Turn
Offset"
"Attribute.CTurnHelperAnimNode.m_manualTurnOffset:help" "The
amount of rotation that this node assumes the child nodes will provide"
"Attribute.CAimMatrixAnimNode.m_upDirection" "Up Direction"
"Attribute.CAimMatrixAnimNode.m_upDirection:help" "The up
direction (in Model Space). By default, Up in the Source2 engine is +Z"
"Element.CSpeedScaleAnimNode" "Speed Scale"
"Element.CSpeedScaleAnimNode:help" "Allows a parameter to
directly control the playback speed of its child.

Note that playback speed is inherited: if a node tells its child to play at half
speed, and that child node tells its child to play at half speed, then the last
child will play at quarter speed. "
"Attribute.CSpeedScaleAnimNode.m_param" "Parameter"
"Attribute.CSpeedScaleAnimNode.m_param:help" "The parameter
used to control the speed. Only Float Parameters are supported. "
"Attribute.CDirectionalBlendAnimNode.m_animNamePrefix" "Seque
nce Name Prefix"
"Attribute.CDirectionalBlendAnimNode.m_animNamePrefix:help" "To
avoid having to hook up 8 animations each time you use one of these nodes, you just
need to give it the first part of the name of your animations, and it will append
the suffixes to those names and load them. It looks for:

*_n
*_nw
*_w
*_sw
*_s
*_se
*_e
*_ne"
"Element.CDirectionalBlendAnimNode" "Directional Blend"
"Element.CDirectionalBlendAnimNode:help" "Like a Blend 1D, but
specially configured for blends based on direction. "
"Attribute.CDirectionalBlendAnimNode.m_blendValueSource" "Blend
Source"
"Attribute.CDirectionalBlendAnimNode.m_blendValueSource:help"
"The value that controls the blend"
"Attribute.CDirectionalBlendAnimNode.m_param" "Parameter"
"Attribute.CDirectionalBlendAnimNode.m_param:help" "If <b>Blend
Source</b> is set to \"Parameter\", then this field indicates which parameter to
use. Only supports Float Parameters"
"Attribute.CDirectionalBlendAnimNode.m_bLoop" "Loop"
"Attribute.CDirectionalBlendAnimNode.m_bLoop:help" "When true,
the cycle of the blended animations will loop"
"Attribute.CDirectionalBlendAnimNode.m_bLockBlendOnReset" "Lock
Blend on Reset"
"Attribute.CDirectionalBlendAnimNode.m_bLockBlendOnReset:help"
"Setting this to true will cause the blend weights to only get recalculated when
this node is reset"
"Attribute.CDirectionalBlendAnimNode.m_playbackSpeed" "Playback
Speed"
"Attribute.CDirectionalBlendAnimNode.m_playbackSpeed:help" "The
speed at which the animations should be played back. ie: 1 is normal speed, 2 is
twice normal speed. "
"Attribute.CDirectionalBlendAnimNode.m_damping" "Damping"
"Attribute.CDirectionalBlendAnimNode.m_damping:help" "Controls
how the blend value can optionally be interpolated to the target value. "
"Element.CWayPointHelperAnimNode" "WayPoint Helper"
"Element.CWayPointHelperAnimNode:help" "This node helps steer
its animation so that it ends at a navigation waypoint"
"Attribute.CWayPointHelperAnimNode.m_flStartCycle" "Start
Cycle"
"Attribute.CWayPointHelperAnimNode.m_flStartCycle:help" "The
cycle when this node should start steering the character"
"Attribute.CWayPointHelperAnimNode.m_flEndCycle" "End Cycle"
"Attribute.CWayPointHelperAnimNode.m_flEndCycle:help" "The cycle
at which this node should stop steering the character"
"Attribute.CWayPointHelperAnimNode.m_bOnlyGoals" "Only align
to Goals"
"Attribute.CWayPointHelperAnimNode.m_bOnlyGoals:help" "Tells the
node to only steer the character if the current waypoint is the goal of the current
navigation path"
"Attribute.CWayPointHelperAnimNode.m_bPreventOvershoot" "Preve
nt Overshoot"
"Attribute.CWayPointHelperAnimNode.m_bPreventOvershoot:help"
"Allow steering to prevent the character from going past the waypoint"
"Attribute.CWayPointHelperAnimNode.m_bPreventUndershoot" "Preve
nt Undershoot"
"Attribute.CWayPointHelperAnimNode.m_bPreventUndershoot:help"
"Apply steering if the character's motion will not take them far enough to reach
the waypoint"
"Element.CBoneMaskAnimNode" "Bone Mask"
"Element.CBoneMaskAnimNode:help" "Creates a new pose by doing
a per-bone blend of two base poses. The per-bone weights are defined in the model
editor"
"Attribute.CBoneMaskAnimNode.m_weightListName" "Bone Mask"
"Attribute.CBoneMaskAnimNode.m_weightListName:help" "Pick which
set of per-bone weights to use to blend the two child poses together. This list is
from the list of bone masks that are created on the model"
"Attribute.CBoneMaskAnimNode.m_bResetChild1" "Reset Child1"
"Attribute.CBoneMaskAnimNode.m_bResetChild1:help" "If true,
then when this node receives a reset it will forward the reset on to Child1"
"Attribute.CBoneMaskAnimNode.m_bResetChild2" "Reset Child2"
"Attribute.CBoneMaskAnimNode.m_bResetChild2:help" "If true,
then when this node receives a reset it will forward the reset on to Child2"
"Element.CChoreoAnimNode" "Choreo"
"Element.CChoreoAnimNode:help" "This node is repsonsible for
responding to requests from FacePose to play choreo gestures and postures"
"Element.CTwoBoneIKAnimNode" "Two-Bone IK"
"Element.CTwoBoneIKAnimNode:help" "Implements a simple solver
for 2 bone (plus 1 end-effector bone) inverse kinematics. The IK chains are
defined in the model editor. The targets for the IK chain are attachments (ie:
offsets from other bones in the skeleton, also defined in the model editor). "
"Attribute.CTwoBoneIKAnimNode.m_ikChainName" "IK Chain"
"Attribute.CTwoBoneIKAnimNode.m_ikChainName:help" "The chain
of bones to perform the IK solve on"
"Attribute.CTwoBoneIKAnimNode.m_attachmentName" "Target
Attachment"
"Attribute.CTwoBoneIKAnimNode.m_attachmentName:help" "The
Attachment that the end effector of the IK chain should be moved to. "
"Attribute.CTwoBoneIKAnimNode.m_fallbackHingeAxis" "Fallback
Hinge Axis"
"Attribute.CTwoBoneIKAnimNode.m_fallbackHingeAxis:help" "When
the initial pose of the bones in the IK chain has a bend in it, the IK solver will
preserve that existing axis of rotation. But when the bones start out perfectly
straight the solver will use this vector as the axis of rotation. "
"Attribute.CTwoBoneIKAnimNode.m_bMatchTargetOrientation" "Match
Target Orientation"
"Attribute.CTwoBoneIKAnimNode.m_bMatchTargetOrientation:help"
"When true, the end effector bone in the IK chain will be rotated to match the
orientation of the target Attachment"
"Attribute.CBoneMaskAnimNode.m_timingBehavior" "Timing Control"
"Attribute.CBoneMaskAnimNode.m_timingBehavior:help" "Choose how
the node handles interprets and manages the playback of its children, and how its
presents it own timing to its parent.

<UL>
<LI> <B>Use Child1:</B> Use the cycle and duration of Child1 as the cycle and
duration of this node. The child nodes are not synchronized.
<LI> <B>Use Child2:</B> Use the cycle and duration of Child2 as the cycle and
duration of this node. The child nodes are not synchronized.
<LI> <B>Synchronize Children:</B> The cycle of the child nodes are kept in sync,
and the cycle and duration of this node is a blend of the values from both children
</UL>"
"Attribute.CBoneMaskAnimNode.m_flTimingBlend" "Timing Blend"
"Attribute.CBoneMaskAnimNode.m_flTimingBlend:help" "When
<b>Timing Control</b> is set to Synchronize Children, this value controls how the
duration of the blended result. A value of 0 means the duration of Child1 is used,
1 means the duration of Child2 is used. "
"Attribute.CSubtractAnimNode.m_timingBehavior" "Timing Control"
"Attribute.CSubtractAnimNode.m_timingBehavior:help" "Choose how
the node handles interprets and manages the playback of its children, and how its
presents it own timing to its parent.

<UL>
<LI> <B>Use Child1:</B> Use the cycle and duration of Child1 as the cycle and
duration of this node. The child nodes are not synchronized.
<LI> <B>Use Child2:</B> Use the cycle and duration of Child2 as the cycle and
duration of this node. The child nodes are not synchronized.
<LI> <B>Synchronize Children:</B> The cycle of the child nodes are kept in sync,
and the cycle and duration of this node is a blend of the values from both children
</UL>"
"Attribute.CAddAnimNode.m_timingBehavior" "Timing Control"
"Attribute.CAddAnimNode.m_timingBehavior:help" "Choose how the
node handles interprets and manages the playback of its children, and how its
presents it own timing to its parent.

<UL>
<LI> <B>Use Child1:</B> Use the cycle and duration of Child1 as the cycle and
duration of this node. The child nodes are not synchronized.
<LI> <B>Use Child2:</B> Use the cycle and duration of Child2 as the cycle and
duration of this node. The child nodes are not synchronized.
<LI> <B>Synchronize Children:</B> The cycle of the child nodes are kept in sync,
and the cycle and duration of this node is a blend of the values from both children
</UL>"
"Attribute.CSubtractAnimNode.m_flTimingBlend" "Timing Blend"
"Attribute.CSubtractAnimNode.m_flTimingBlend:help" "When
<b>Timing Control</b> is set to Synchronize Children, this value controls how the
duration of the blended result. A value of 0 means the duration of Child1 is used,
1 means the duration of Child2 is used. "
"Attribute.CAddAnimNode.m_flTimingBlend" "Timing Blend"
"Attribute.CAddAnimNode.m_flTimingBlend:help" "When <b>Timing
Control</b> is set to Synchronize Children, this value controls how the duration of
the blended result. A value of 0 means the duration of Child1 is used, 1 means the
duration of Child2 is used. "
"Attribute.CAimMatrixAnimNode.m_target" "Target"
"Attribute.CAimMatrixAnimNode.m_target:help" "What location
should this node aim at?"
"Attribute.CAimMatrixAnimNode.m_attachmentName" "Aim Attachment"
"Attribute.CAimMatrixAnimNode.m_attachmentName:help" "The Aim
Matrix needs to know not just what to aim <em>at</em>, but also where to aim
<em>from</em>. This field lets you pick an attachment that defines what this node
considers \"forward\", and the blend of the aim frames will be made based on the
direction to the target relative to this attachment. "
"Attribute.CAimMatrixAnimNode.m_blendMode" "Blend Mode"
"Attribute.CAimMatrixAnimNode.m_blendMode:help" "Defines how the
blend of the frames of the aim animation are applied to the pose from the child
node:

<UL>
<LI><b>Additive:</b> The aim pose is added to the base pose</LI>
<LI><b>Bone Mask:</b> The aim pose is blended into the base pose using a per-bone
mask</LI>
</UL>
"
"Attribute.CAimMatrixAnimNode.m_boneMaskName" "Bone Mask"
"Attribute.CAimMatrixAnimNode.m_boneMaskName:help" "If the
<b>Blend Mode</b> is set to <em>Bone Mask</em>, this field indicates which bone
mask to use. "
"Element.CLookAtAnimNode" "LookAt"
"Element.CLookAtAnimNode:help" "Procedurally rotate a chain
of bones to face a certain direction"
"Attribute.CLookAtAnimNode.m_networkMode" "Network Mode"
"Attribute.CLookAtAnimNode.m_networkMode:help" "Defines where the
logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CLookAtAnimNode.m_damping" "Damping"
"Attribute.CLookAtAnimNode.m_damping:help" "Settings for
damping the motion of the blended aim over time"
"Attribute.CLookAtAnimNode.m_sName" "Name"
"Attribute.CLookAtAnimNode.m_sName:help" "The name of the anim
graph node. Shown in the header bar of the node in the graph editor. If no name
is set, or the name is \"Unnamed\", then the graph editor will show the type of the
node as its name. "
"Attribute.CLookAtAnimNode.m_target" "Target"
"Attribute.CLookAtAnimNode.m_target:help" "What the lookAt node
should aim at. Can be a direction or a location"
"Attribute.CLookAtAnimNode.m_param" "Target Parameter"
"Attribute.CLookAtAnimNode.m_param:help" "If <b>Target</b> is set
to <em>Vector Parameter</em>, this field is the anim parameter that is driving the
blend. Note that only Vector parameters are displayed as options"
"Attribute.CLookAtAnimNode.m_lookatChainName" "LookAt Chain"
"Attribute.CLookAtAnimNode.m_lookatChainName:help" "The chain
of bones that will be rotated as part of the lookat. LookAt Chains are defined in
ModelDoc, and referenced by name here"
"Attribute.CLookAtAnimNode.m_attachmentName" "Aim Attachment"
"Attribute.CLookAtAnimNode.m_attachmentName:help" "The LookAt
op needs to know not just what to aim <em>at</em>, but also where to aim
<em>from</em>. This field lets you pick an attachment that defines what this node
considers \"forward\", and the lookat rotation will be made based on the direction
to the target relative to this attachment. "
"Attribute.CLookAtAnimNode.m_flYawLimit" "Yaw Limit"
"Attribute.CLookAtAnimNode.m_flYawLimit:help" "The maximum angle
that the lookat can turn the aim to the side"
"Attribute.CLookAtAnimNode.m_flPitchLimit" "Pitch Limit"
"Attribute.CLookAtAnimNode.m_flPitchLimit:help" "The maximum angle
that the lookat can turn the aim up or down"
"Attribute.CLookAtAnimNode.m_bResetBase" "Reset Child"
"Attribute.CLookAtAnimNode.m_bResetBase:help" "If this option is
checked, it will reset its child node when it gets reset by its parent. "
"Attribute.CLookAtAnimNode.m_bUseHysteresis" "Use Hysteresis"
"Attribute.CLookAtAnimNode.m_bUseHysteresis:help" "Turns
hysteresis support on and off.
<P>
Using Hysteresis on the lookat makes it act \"sticky\". Once it has turned to look
in a direction it will stay there until the target direction moves more than a
certain threshold. Once it does, it will turn to look in the new direction until
it is within an inner threshold. "
"Attribute.CLookAtAnimNode.m_flHysteresisInnerAngle" "Inner
Angle"
"Attribute.CLookAtAnimNode.m_flHysteresisInnerAngle:help" "Once
the lookat starts turning towards the target direction, it will keep turning
towards the target until the target is within this angle. For best results this
should be less than <b>Outer Angle</b>"
"Attribute.CLookAtAnimNode.m_flHysteresisOuterAngle" "Outer
Angle"
"Attribute.CLookAtAnimNode.m_flHysteresisOuterAngle:help" "If
the lookat is at rest, the target direction must be more than this threshold in
order for the lookat to start turning to face the target direction. To get the
best results this should be more than <b>Inner Angle</b>. "
"Element.CFloatAnimParameter" "Float Parameter"
"Element.CFloatAnimParameter:help" "A parameter than is a number
that can have a decimal value. "
"Attribute.CFloatAnimParameter.m_name" "Name"
"Attribute.CFloatAnimParameter.m_name:help" "The name of the
parameter. This is how the parameter will be referred to in the AnimGraph editor
and how the AI will identify this parameter.
<p>
Note that changing the name of the parameter will NOT break the graph; the code
gives each parameter a unique ID so that their names can be safely changed.
However and AI or gameplay code that sets the parameter will need to be updated. "
"Attribute.CBoolAnimParameter.m_name" "Name"
"Attribute.CBoolAnimParameter.m_name:help" "The name of the
parameter. This is how the parameter will be referred to in the AnimGraph editor
and how the AI will identify this parameter.
<p>
Note that changing the name of the parameter will NOT break the graph; the code
gives each parameter a unique ID so that their names can be safely changed.
However and AI or gameplay code that sets the parameter will need to be updated. "
"Attribute.CEnumAnimParameter.m_name" "Name"
"Attribute.CEnumAnimParameter.m_name:help" "The name of the
parameter. This is how the parameter will be referred to in the AnimGraph editor
and how the AI will identify this parameter.
<p>
Note that changing the name of the parameter will NOT break the graph; the code
gives each parameter a unique ID so that their names can be safely changed.
However and AI or gameplay code that sets the parameter will need to be updated. "
"Attribute.CIntAnimParameter.m_name" "Name"
"Attribute.CIntAnimParameter.m_name:help" "The name of the
parameter. This is how the parameter will be referred to in the AnimGraph editor
and how the AI will identify this parameter.
<p>
Note that changing the name of the parameter will NOT break the graph; the code
gives each parameter a unique ID so that their names can be safely changed.
However and AI or gameplay code that sets the parameter will need to be updated. "
"Attribute.CVectorAnimParameter.m_name" "Name"
"Attribute.CVectorAnimParameter.m_name:help" "The name of the
parameter. This is how the parameter will be referred to in the AnimGraph editor
and how the AI will identify this parameter.
<p>
Note that changing the name of the parameter will NOT break the graph; the code
gives each parameter a unique ID so that their names can be safely changed.
However and AI or gameplay code that sets the parameter will need to be updated. "
"Attribute.CFloatAnimParameter.m_fDefaultValue" "Default Value"
"Attribute.CFloatAnimParameter.m_fDefaultValue:help" "The value
the parameter will start with when it is loaded in game. "
"Attribute.CBoolAnimParameter.m_bDefaultValue" "Default Value"
"Attribute.CBoolAnimParameter.m_bDefaultValue:help" "The value
the parameter will start with when it is loaded in game. "
"Attribute.CEnumAnimParameter.m_defaultValue" "Default Value"
"Attribute.CEnumAnimParameter.m_defaultValue:help" "The value
the parameter will start with when it is loaded in game. "
"Attribute.CIntAnimParameter.m_defaultValue" "Default Value"
"Attribute.CIntAnimParameter.m_defaultValue:help" "The value
the parameter will start with when it is loaded in game. "
"Attribute.CVectorAnimParameter.m_defaultValue" "Default Value"
"Attribute.CVectorAnimParameter.m_defaultValue:help" "The value
the parameter will start with when it is loaded in game. "
"Element.CBoolAnimParameter" "Bool Parameter"
"Element.CBoolAnimParameter:help" "A parameter than can either
be true or false"
"Element.CEnumAnimParameter" "Enum Parameter"
"Element.CEnumAnimParameter:help" "A parameter than can only be
one of a small set of values. These values are numbers, but for convenience they
are associated with a name. For example, a \"weapon\" enum parameter can be 0
(Knife), 1 (Pistol), or 2 (Rifle)"
"Element.CIntAnimParameter" "Int Parameter"
"Element.CIntAnimParameter:help" "A parameter with a non-
decimal value"
"Element.CVectorAnimParameter" "Vector Parameter"
"Element.CVectorAnimParameter:help" "A parameter with 3 floating-
point values. "
"Attribute.CFloatAnimParameter.m_fMinValue" "Min Value"
"Attribute.CFloatAnimParameter.m_fMinValue:help" "The
smallest value that this parameter is allowed to have. If gameplay code tried to
set it below this, it will be clamped to this value. "
"Attribute.CFloatAnimParameter.m_fMaxValue" "Max Value"
"Attribute.CFloatAnimParameter.m_fMaxValue:help" "The largest
value that this parameter is allowed to have. If gameplay code tried to set it
above this, it will be clamped to this value. "
"Attribute.CIntAnimParameter.m_maxValue" "Max Value"
"Attribute.CIntAnimParameter.m_maxValue:help" "The smallest
value that this parameter is allowed to have. If gameplay code tried to set it
below this, it will be clamped to this value. "
"Attribute.CIntAnimParameter.m_minValue" "Min Value"
"Attribute.CIntAnimParameter.m_minValue:help" "The smallest
value that this parameter is allowed to have. If gameplay code tried to set it
below this, it will be clamped to this value. "
"Attribute.CFloatAnimParameter.m_bInterpolate" "Interpolate"
"Attribute.CFloatAnimParameter.m_bInterpolate:help" "If the
<b>Network</b> option is set, this setting indicates that the value should be
smoothly interpolated on the client.
<P>
This is necessary because the server usually ticks much slower than the framerate
of the client, which can result in stuttery looking motion if interpolation is not
used. "
"Attribute.CFloatAnimParameter.m_previewButton" "Preview Button"
"Attribute.CFloatAnimParameter.m_previewButton:help" "If a
gamepad or controller is connected, this lets you bind this parameter to a button
when using the in-editor preview.
<p>
When the button is pressed the parameter is set to <b>Max Value</b>. When its
released its set to <b>Default Value</b>. "
"Attribute.CBoolAnimParameter.m_previewButton" "Preview Button"
"Attribute.CBoolAnimParameter.m_previewButton:help" "If a
gamepad or controller is connected, this lets you bind this parameter to a button
when using the in-editor preview.
<p>
When the button is pressed the parameter is set to <b>Max Value</b>. When its
released its set to <b>Default Value</b>. "
"Attribute.CEnumAnimParameter.m_previewButton" "Preview Button"
"Attribute.CEnumAnimParameter.m_previewButton:help" "If a
gamepad or controller is connected, this lets you bind this parameter to a button
when using the in-editor preview.
<p>
When the button is pressed the parameter is set to <b>Max Value</b>. When its
released its set to <b>Default Value</b>. "
"Attribute.CIntAnimParameter.m_previewButton" "Preview Button"
"Attribute.CIntAnimParameter.m_previewButton:help" "If a
gamepad or controller is connected, this lets you bind this parameter to a button
when using the in-editor preview.
<p>
When the button is pressed the parameter is set to <b>Max Value</b>. When its
released its set to <b>Default Value</b>. "
"Attribute.CVectorAnimParameter.m_previewButton" "Preview
Button"
"Attribute.CVectorAnimParameter.m_previewButton:help" "If a
gamepad or controller is connected, this lets you bind this parameter to a button
when using the in-editor preview.
<p>
When the button is pressed the parameter is set to <b>Max Value</b>. When its
released its set to <b>Default Value</b>. "
"Attribute.CFloatAnimParameter.m_bNetwork" "Network"
"Attribute.CFloatAnimParameter.m_bNetwork:help" "Set whether or
not the value of this parameter should be networked from the server to the client.
"
"Attribute.CBoolAnimParameter.m_bNetwork" "Network"
"Attribute.CBoolAnimParameter.m_bNetwork:help" "Set whether or
not the value of this parameter should be networked from the server to the client.
"
"Attribute.CEnumAnimParameter.m_bNetwork" "Network"
"Attribute.CEnumAnimParameter.m_bNetwork:help" "Set whether or
not the value of this parameter should be networked from the server to the client.
"
"Attribute.CIntAnimParameter.m_bNetwork" "Network"
"Attribute.CIntAnimParameter.m_bNetwork:help" "Set whether or
not the value of this parameter should be networked from the server to the client.
"
"Attribute.CVectorAnimParameter.m_bNetwork" "Network"
"Attribute.CVectorAnimParameter.m_bNetwork:help" "Set whether
or not the value of this parameter should be networked from the server to the
client. "
"Attribute.CFloatAnimParameter.m_bAutoReset" "Auto Reset"
"Attribute.CFloatAnimParameter.m_bAutoReset:help" "When
checked, the parameter will get set back to its <b>Default Value</b> at the end of
each tick. "
"Attribute.CBoolAnimParameter.m_bAutoReset" "Auto Reset"
"Attribute.CBoolAnimParameter.m_bAutoReset:help" "When
checked, the parameter will get set back to its <b>Default Value</b> at the end of
each tick. "
"Attribute.CEnumAnimParameter.m_bAutoReset" "Auto Reset"
"Attribute.CEnumAnimParameter.m_bAutoReset:help" "When
checked, the parameter will get set back to its <b>Default Value</b> at the end of
each tick. "
"Attribute.CIntAnimParameter.m_bAutoReset" "Auto Reset"
"Attribute.CIntAnimParameter.m_bAutoReset:help" "When checked, the
parameter will get set back to its <b>Default Value</b> at the end of each tick. "
"Attribute.CVectorAnimParameter.m_bAutoReset" "Auto Reset"
"Attribute.CVectorAnimParameter.m_bAutoReset:help" "When
checked, the parameter will get set back to its <b>Default Value</b> at the end of
each tick. "
"Attribute.CEnumAnimParameter.m_enumOptions" "Values"
"Attribute.CEnumAnimParameter.m_enumOptions:help" "The list of
values that this parameter can be, and the friendly names associated with them. "
"Attribute.CVectorAnimParameter.m_bInterpolate" "Interpolate"
"Attribute.CVectorAnimParameter.m_bInterpolate:help" "If the
<b>Network</b> option is set, this setting indicates that the value should be
smoothly interpolated on the client.
<P>
This is necessary because the server usually ticks much slower than the framerate
of the client, which can result in stuttery looking motion if interpolation is not
used. "
"Element.CStringAnimTag" "String Tag"
"Element.CStringAnimTag:help" "A simple tag that contains a
string for its payload. Can be used to notify gameplay code about events in the
graph, but in practice tends to be used mostly for communication within the graph
itself"
"Attribute.CStringAnimTag.m_name" "Name"
"Attribute.CStringAnimTag.m_name:help" "The name of the tag
used throughout the editor UI. This is NOT normally used by gameplay code"
"Attribute.CSequenceFinishedAnimTag.m_name" "Name"
"Attribute.CSequenceFinishedAnimTag.m_name:help" "The name of
the tag used throughout the editor UI. This is <b>NOT</b> normally used by
gameplay code.
<p>
Changing the name of the tag will not break graph logic. "
"Attribute.CTaskStatusAnimTag.m_name" "Name"
"Attribute.CTaskStatusAnimTag.m_name:help" "The name of the
tag used throughout the editor UI. This is <b>NOT</b> normally used by gameplay
code.
<p>
Changing the name of the tag will not break graph logic. "
"Attribute.CPostGraphIKTag.m_name" "Name"
"Attribute.CPostGraphIKTag.m_name:help" "The name of the tag
used throughout the editor UI. This is <b>NOT</b> normally used by gameplay code.
<p>
Changing the name of the tag will not break graph logic. "
"Attribute.CStringAnimTag.m_value" "Value"
"Attribute.CStringAnimTag.m_value:help" "The string value to
pass to gameplay code when this event fires. "
"Element.CSequenceFinishedAnimTag" "Sequence Finished Tag"
"Element.CSequenceFinishedAnimTag:help" "This tag is for
backwards compatibility with the previous animation system. When it fires, it tells
the gameplay code that a sequenece has 'finished'.
<p>
Try to avoid using this tag type except when porting old characters to use the
animgraph"
"Attribute.CSequenceFinishedAnimTag.m_sequenceName" "Sequence"
"Attribute.CSequenceFinishedAnimTag.m_sequenceName:help" "The
name of the sequence that finished"
"Element.CTaskStatusAnimTag" "Task Status Tag"
"Element.CTaskStatusAnimTag:help" "This is the primary tag type
used to communicate with AI. Use it to notify the AI when tasks that is has
requested the graph to perform are in progress and/or complete. "
"Attribute.CTaskStatusAnimTag.m_identifierString" "Identifier"
"Attribute.CTaskStatusAnimTag.m_identifierString:help" "A
text string that the AI can use to determine which task it has received a tag event
about.
<p>
The string value is hashed to a number that makes checking the identifier faster
for the AI code. "
"Element.CPostGraphIKTag" "Post Graph IK Tag"
"Element.CPostGraphIKTag:help" "Tells the foot IK, which is
applied to the skeleton after the graph update, when to turn on and off. "
"Attribute.CPostGraphIKTag.m_flBlendAmount" "Blend Amount"
"Attribute.CPostGraphIKTag.m_flBlendAmount:help" "What the
blend weight between the animated position and the IK'd position should be.
<p>
0 = 100% Animated <br>
1 = 100% IK
"
"Attribute.CLookAtAnimNode.m_weightParam" "Weight Parameter"
"Attribute.CLookAtAnimNode.m_weightParam:help" "<b>(Optional)</b>
<p>
Set a float parameter to control the blend weight of the lookat"
"Attribute.CClothSettingsAnimTag.m_name" "Name"
"Attribute.CClothSettingsAnimTag.m_name:help" "The name of the
tag used throughout the editor UI. This is NOT normally used by gameplay code"
"Element.CClothSettingsAnimTag" "Cloth Settings Tag"
"Element.CClothSettingsAnimTag:help" "Tells the cloth system
to change its settings"
"Attribute.CChoiceAnimNode.m_children" "Options"
"Attribute.CChoiceAnimNode.m_children:help" "List of child
nodes to choose from, and their relative probability weights"
"Attribute.CChoiceNodeChild.m_name" "Name"
"Attribute.CChoiceNodeChild.m_name:help" "Name of this Option"
"Attribute.CChoiceNodeChild.m_weight" "Weight"
"Attribute.CChoiceNodeChild.m_weight:help" "The probability
weight that this option will get selected. Weights are NOT percentage based; they
are relative to the sum of all the weights for all the options. "
"Attribute.CBlendAnimNode.m_children" "Blend Items"
"Attribute.CBlendAnimNode.m_children:help" "List of the items
to blend between"
"Attribute.CBlendNodeChild.m_name" "Name"
"Attribute.CBlendNodeChild.m_name:help" "The friendly name of
this blend item"
"Attribute.CBlendNodeChild.m_blendValue" "Blend Value"
"Attribute.CBlendNodeChild.m_blendValue:help" "The value at
which the node should use 100% of this item as the result of its blend"
"Attribute.CBlendAnimNode.m_blendKeyType" "Blend Key Values"
"Attribute.CBlendAnimNode.m_blendKeyType:help" "Each child of
this node has a \"blend key\" value associated with it that is used to create the
blend. This setting determine where those values come from. The user can manually
specify the blend values in the Blend Items setting, or they can be derived from
the properties of the children themselves.

<UL>
<LI><B>User Defined Values: </B> The user-defined values entered in the <I>Blend
Value</I> field of each entry in the <I>Blend Items</I> list are used as the key
values for each child </LI>

<LI> <B>Velocity: </B> The speed of each child node is used as its key value.
NOTE: when this option is used, it is assumed that Blend Source is also a speed,
and the blended animation will be played back at a speed that matches the value of
the <I>Blend Source</I>, even if it is outside the range of the child animations.
</LI>

<LI> <B> Distance: </B> The total distance that each child node moves over the
course of the entire animation is used as the blend key value for each child node.
</LI>

</UL>

<P/>
Note that the user-entered blend values are only used when the <B>Blend Key
Values</B> setting is <I>User Defined Values</I>"
"Attribute.CAddAnimNode.m_bApplyChannelsSeparately" "Treat
Translation Separately"
"Attribute.CAddAnimNode.m_bApplyChannelsSeparately:help" "In
the Source 1 anim system, translation and rotation were added independently of each
other. Enabling this option preserves the previous functionality. Most of the
time you won't notice a difference because most additive animations are rotation
only. But be aware that enabling this option means that additive animations may
not appear the same in game as they do in Maya"
"Attribute.CSubtractAnimNode.m_bApplyChannelsSeparately" "Treat
Translation Separately"
"Attribute.CSubtractAnimNode.m_bApplyChannelsSeparately:help"
"In the Source 1 anim system, translation and rotation were added independently of
each other. Enabling this option preserves the previous functionality. Most of
the time you won't notice a difference because most additive animations are
rotation only. But be aware that enabling this option means that additive
animations may not appear the same in game as they do in Maya"
"Attribute.CMoverAnimNode.m_flTurnToFaceOffset" "Turn to Face
Offset"
"Attribute.CMoverAnimNode.m_flTurnToFaceOffset:help" "Apply an
offset angle to the Turn to Face direction, so that the character can, for example,
face away from the target direction"
"Attribute.CDirectPlaybackAnimNode.m_bFinishEarly" "Finish
Early"
"Attribute.CDirectPlaybackAnimNode.m_bFinishEarly:help" "Norma
lly when playing several scripted sequences in a row, the next sequence wont start
until the current one has completely finished. This can lead to stutters in the
animation as the old sequence freezes on its last frame while the new sequence is
blending in.
<BR/>
<BR/>

Enabling this option will cause all scripted sequences on this character to be
considered \"finished\" early, so that they will still be animating while they are
blending out. The Fade Out on the sequence is used to determine how early the
sequence should signal that its finished. "
"Element.CPathAnimMotor" "Path Motor"
"Element.CPathAnimMotor:help" "Motor that drives the character to
follow a path. "
"Attribute.CPathAnimMotor.m_name" "Name"
"Attribute.CPathAnimMotor.m_name:help" "The name of the motor"
"Attribute.CPathAnimMotor.m_bLockToPath" "Lock To Path"
"Attribute.CPathAnimMotor.m_bLockToPath:help" "When enables, the
motor will modify the the graph's root motion so that the character will stay on
the path. "
"Attribute.CPathAnimMotor.m_bPreventGoalOvershoot" "Prevent
Goal Overshoot"
"Attribute.CPathAnimMotor.m_bPreventGoalOvershoot:help" "When
enabled, if the graph's root motion would make the character move farther than the
distance to the goal, it will modify the root motion to instead move it to the
goal.
<BR/>
<BR/>
Since the path is usually gone before the character gets all the way to the goal,
the motor remembers where the last goal position was and will use that. Note that
this will limit ambient motion when there is no path. "
"Element.CDampedPathAnimMotor" "Damped Path Motor"
"Element.CDampedPathAnimMotor:help" "Motor that drives the
character along a path, calculating acceleration and smoothly adjusting the speed
to anticipate stops and sharp turns. "
"Attribute.CDampedPathAnimMotor.m_name" "Name"
"Attribute.CDampedPathAnimMotor.m_name:help" "The name of the
motor"
"Attribute.CDampedPathAnimMotor.m_bLockToPath" "Lock To Path"
"Attribute.CDampedPathAnimMotor.m_bLockToPath:help" "When
enables, the motor will modify the the graph's root motion so that the character
will stay on the path. "
"Attribute.CDampedPathAnimMotor.m_bPreventGoalOvershoot" "Preve
nt Goal Overshoot"
"Attribute.CDampedPathAnimMotor.m_bPreventGoalOvershoot:help"
"When enabled, if the graph's root motion would make the character move farther
than the distance to the goal, it will modify the root motion to instead move it to
the goal.
<BR/>
<BR/>
Since the path is usually gone before the character gets all the way to the goal,
the motor remembers where the last goal position was and will use that. Note that
this will limit ambient motion when there is no path. "
"Attribute.CDampedPathAnimMotor.m_flAnticipationTime" "Anticipatio
n Time"
"Attribute.CDampedPathAnimMotor.m_flAnticipationTime:help" "How
far ahead the motor should look to anticipate changes in the character's speed.
This determines how long it takes for the character to go from a standstill to its
top speed, and how aggressively it tries to maintain speed in turns. "
"Attribute.CDampedPathAnimMotor.m_flSpringConstant" "Spring
Constant"
"Attribute.CDampedPathAnimMotor.m_flSpringConstant:help" "Deter
mines how aggressively the character will stop. Higher values with make the
character use more force over a shorter diestance to stop"
"Attribute.CDampedPathAnimMotor.m_flMinSpringTension" "Min
Tension"
"Attribute.CDampedPathAnimMotor.m_flMinSpringTension:help" "When
stopping, the character will slow down as it approaches the goal. Sometimes it can
slow down too much and seem to take forever to stop. Increasing this value will
inrease the minumum speed that the character will use when coming to a stop. "
"Attribute.CDampedPathAnimMotor.m_flMaxSpringTension" "Max
Tension"
"Attribute.CDampedPathAnimMotor.m_flMaxSpringTension:help" "When
stopping, forces are applied to slow the character down. If the Spring Constant is
high, the forces can be quite large. This value acts as a clamp on how much force
is applied to make the character slow down when stopping. "
"Attribute.CBoneMaskAnimNode.m_blendSpace" "Blend Space"
"Attribute.CBoneMaskAnimNode.m_blendSpace:help" "The coordinate
system that the bone transforms should be blended in

<UL>
<LI> <b>Parent Space (Default):</b> Relative to each bones' parent </LI>
<LI> <b>Model Space:</b> Relative to the entity's model. Think world space if the
entity was standing at the world origin </LI>
<LI> <b>Model Space, Rotation Only:</b> Same as model space, but only the rotation
is blended. This prevents the mesh from deforming unnaturally due to unwanted bone
translation. </LI>
</UL>
"
"Attribute.CBoneMaskAnimNode.m_bUseBlendScale" "Use Blend Source"
"Attribute.CBoneMaskAnimNode.m_bUseBlendScale:help" "When
enabled, a value will be used to scale the values of the bone mask. A value of 0
means nothing is blended in (ie: Child 1 is used unmodified), and a value of 1
means that 100% of the bone mask is used to blend Child 2 onto Child 1"
"Attribute.CBoneMaskAnimNode.m_blendValueSource" "Blend
Source"
"Attribute.CBoneMaskAnimNode.m_blendValueSource:help" "Defines
where the value used to drive the bone mask blend comes from"
"Attribute.CBoneMaskAnimNode.m_blendParameter" "Blend Parameter"
"Attribute.CBoneMaskAnimNode.m_blendParameter:help" "If the
<b>Blend Source</b> is set to <em>Parameter</em>, this is the parameter that is
used to drive the blend"
"Element.CFollowAttachmentAnimNode" "Follow Attachment Node"
"Element.CFollowAttachmentAnimNode:help" "Procedurally move a
bone to match to position and/or rotation of a target Attachment"
"Attribute.CFollowAttachmentAnimNode.m_sName" "Name"
"Attribute.CFollowAttachmentAnimNode.m_sName:help" "The name of
the anim graph node. Shown in the header bar of the node in the graph editor. If
no name is set, or the name is \"Unnamed\", then the graph editor will show the
type of the node as its name. "
"Attribute.CFollowAttachmentAnimNode.m_boneName" "Bone"
"Attribute.CFollowAttachmentAnimNode.m_boneName:help" "The bone to
modify"
"Attribute.CFollowAttachmentAnimNode.m_attachmentName" "Targe
t Attachment"
"Attribute.CFollowAttachmentAnimNode.m_attachmentName:help" "The
attachment that the selected bone should follow"
"Attribute.CFollowAttachmentAnimNode.m_bMatchTranslation" "Match
Translation"
"Attribute.CFollowAttachmentAnimNode.m_bMatchTranslation:help"
"When selected, will cause the position of the selected bone to match the position
of the attachment"
"Attribute.CFollowAttachmentAnimNode.m_bMatchRotation" "Match
Rotation"
"Attribute.CFollowAttachmentAnimNode.m_bMatchRotation:help" "When
selected, will cause the rotation of the selected bone to match the rotation of the
attachment"
"Attribute.CFollowAttachmentAnimNode.m_networkMode" "Network
Mode"
"Attribute.CFollowAttachmentAnimNode.m_networkMode:help" "Defin
es where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CDampedPathAnimMotor.m_anticipationPosParam" "Antic
ipation Position Parameter"
"Attribute.CDampedPathAnimMotor.m_anticipationPosParam:help"
"If set, the motor will place the current location on the path that it is
anticipating into this parameter"
"Attribute.CDampedPathAnimMotor.m_anticipationHeadingParam" "Antic
ipation Heading Parameter"
"Attribute.CDampedPathAnimMotor.m_anticipationHeadingParam:help"
"If set, the motor will place the heading to the current location on the path that
it is anticipating into this parameter"
"Element.CIKLockTargetGeneratorAnimNode" "IK Lock Target
Generator"
"Element.CIKLockTargetGeneratorAnimNode:help" "This node will
generate IK locks based on the locks specified in modeldoc. Without this node, the
feet may slide if the runtime moves/blends the entiy differently than the animation
expects."
"Element.CIKLockAnimNode" "(Conditionally) Lock IK "
"Element.CIKLockAnimNode:shorthelp" "Lock the end effector
whenever the markup from modeldoc says so."
"Element.CIKLockAnimNode:help" "<p>
Animations can be marked up with IKLock ranges to indicate when an end effector
should be considered \"locked\" to a position in the world.
</p>
<p>
This node reads those locks as a 0-1 value (which are blended into bones) and
locks/unlocks them based on an internal state machine, and breaks them based on
certain heuristics.
</p>

<h2>Details</h2>

<h3>State Machine</h3>

<h4>Unlocked (default)</h4>

<p>
While unlocked, the end effector isn't touched. The lock is read to see if it ever
crosses the threshold (0.9 at the time of this writing) and records the lock
position in world space, and switches to the locked state.
</p>

<h4>Locked</h4>
<p>
When locked, the end effector target's position is set to the location specified by
the lock that was initiated. As the lock fades (it's influence heads towards
zero), the lock is blended with the position/orientation that would've resulted if
unlocked, trying to blend us back to normal. Upon reaching the release threshold
(less than 0.1), we revert to the unlocked state.
</p>

<h3>Breaking Locks</h3>

There are various heuristics for breaking a lock that have yet to be ported from
skeleton instance that will be brough forward shortly - leg overextension, distance
to target, etc."
"Element.CSkeletalInputAnimNode" "SteamVR Skeletal Input"
"Element.CSkeletalInputAnimNode:help" "Node to read the live
skeletal animation data from SteamVR and retarget it to the current skeleton.
Provides options to pass to SteamVR to control how the data stream is delivered"
"Attribute.CSkeletalInputAnimNode.m_sName" "Name"
"Attribute.CSkeletalInputAnimNode.m_sName:help" "The name of the
anim graph node. Shown in the header bar of the node in the graph editor. If no
name is set, or the name is \"Unnamed\", then the graph editor will show the type
of the node as its name. "
"Attribute.CSkeletalInputAnimNode.m_hand" "Hand"
"Attribute.CSkeletalInputAnimNode.m_hand:help" "Choose which
skeletal data stream to read from: either the right hand or the left hand. "
"Attribute.CSkeletalInputAnimNode.m_motionRange" "Motion
Range"
"Attribute.CSkeletalInputAnimNode.m_motionRange:help" "Choose
whether SteamVR delivers the hand animation with a range of motion that matches the
user's hand a closely as possible (ie: with the controller in the hand), or to
convert to a full hand range of motion (as if the user was not holding a
controller). Note for some input devices, these options will be the same"
"Attribute.CSkeletalInputAnimNode.m_bAdditive" "Additive"
"Attribute.CSkeletalInputAnimNode.m_bAdditive:help" "Choose
whether the skeletal data should be delivered as delta offsets from a common \"grip
limit\" pose that can be added to other animations. "
"Attribute.CSkeletalInputAnimNode.m_networkMode" "Network
Mode"
"Attribute.CSkeletalInputAnimNode.m_networkMode:help" "Defines
where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CBlendAnimNode.m_bLockWhenWaning" "Lock Blend When
Waning"
"Attribute.CBlendAnimNode.m_bLockWhenWaning:help" "When true,
the blend value will not get update while this node is being blended out of
(aka: \"Waning\")"
"Element.CSelectorAnimNode" "Selector Anim Node"
"Element.CSelectorAnimNode:help" "Selects between two or more
child nodes based on either a bool parameter or an enum parameter. Provides
support for blending between children when the \"current\" one changes, and for
activating tags based on the \"current\" child"
"Attribute.CSelectorAnimNode.m_sName" "Name"
"Attribute.CSelectorAnimNode.m_sName:help" "The name of the
anim graph node. Shown in the header bar of the node in the graph editor. If no
name is set, or the name is \"Unnamed\", then the graph editor will show the type
of the node and the name of the parameter used to control it as its name. "
"Attribute.CSelectorAnimNode.m_selectionSource" "Selection Source"
"Attribute.CSelectorAnimNode.m_selectionSource:help" "Controls
whether the Selector is controlled by a Boolean parameter or an Enum parameter. "
"Attribute.CSelectorAnimNode.m_boolParamID" "Bool Parameter"
"Attribute.CSelectorAnimNode.m_boolParamID:help" "If
<b>Selection Source</b> is <em>Bool</em>, this field defines which boolean
parameter is used to control the Selector. Otherwise it is not used. "
"Attribute.CSelectorAnimNode.m_enumParamID" "Enum Parameter"
"Attribute.CSelectorAnimNode.m_enumParamID:help" "If
<b>Selection Source</b> is <em>Enum</em>, this field defines which enum parameter
is used to control the Selector. Otherwise it is not used. "
"Attribute.CSelectorAnimNode.m_blendDuration" "Blend Duration"
"Attribute.CSelectorAnimNode.m_blendDuration:help" "When the
current selection changes, this field determines how long it takes to blend from
the previous selection to the new one. "
"Attribute.CSelectorAnimNode.m_tagBehavior" "Tag Behavior"
"Attribute.CSelectorAnimNode.m_tagBehavior:help" "Sets the
logic use to determine when the tag associated with an option is active.

<UL>
<LI> <b>Active While Current:</b> The current selection's tag is active the entire
time it is the current selection </LI>
<LI> <b>Off When Finished:</b> The current selection's tag is active until the node
associated with it indicates that it is \"finished\" </LI>
<LI> <b>Off Before Finished:</b> The current selection's tag is active up until
<em>Blend Duration</em> seconds before the node associated with it is expected to
be finished. </LI>
</UL>"
"Attribute.CSelectorAnimNode.m_networkMode" "Network Mode"
"Attribute.CSelectorAnimNode.m_networkMode:help" "Defines
where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CSelectorAnimNode.m_bResetOnChange" "Reset On Change"
"Attribute.CSelectorAnimNode.m_bResetOnChange:help" "When the
current selection changes, reset the new one"
"Attribute.CSelectorAnimNode.m_bSyncCyclesOnChange" "Start new
option at same cycle"
"Attribute.CSelectorAnimNode.m_bSyncCyclesOnChange:help" "If
<b>Reset On Change</b> is true, this setting will apply the cycle of the previous
selection to the new one"
"Element.CHitReactAnimNode" "Procedural Hit Reacts"
"Element.CHitReactAnimNode:help" "Applies a procedurally-
generated hit reaction on top of a given pose. Takes hit location, direction, and
force into account.
<br/>
<br/>
Generally it works like this:
<UL>
<LI> The bones below the point of impact rotate in the direction of the impact
based on the amount of force, and will return to normal based on spring settings
</LI>
<LI> The bones above the point of impact counter-rotate in the direction of the
impact, so the hit bone appears to cave inward. They will then return to normal
after a delay based on a separate spring value (Whip)</LI>
<LI>The hip bone will be translated in the direction of the force and then return
</LI>
<LI>The hip bone will move downward and back (Hip Dip)</LI>
</UL>"
"Attribute.CHitReactAnimNode.m_sName" "Name"
"Attribute.CHitReactAnimNode.m_sName:help" "The name of the
anim graph node. Shown in the header bar of the node in the graph editor. If no
name is set, or the name is \"Unnamed\", then the graph editor will show the type
of the node as its name. "
"Attribute.CHitReactAnimNode.m_triggerParam" "Trigger
Parameter"
"Attribute.CHitReactAnimNode.m_triggerParam:help" "The bool
parameter to use to trigger a hit reaction. Should be set to auto-reset and NOT
networked"
"Element.CBlend2DAnimNode" "Blend 2D"
"Element.CBlend2DAnimNode:help" "Blends between a set of
animations based on the values of two variables. "
"Attribute.CBlend2DAnimNode.m_sName" "Name"
"Attribute.CBlend2DAnimNode.m_sName:help" "The name of the anim
graph node. Shown in the header bar of the node in the graph editor. If no name is
set, or the name is \"Unnamed\", then the graph editor will show the type of the
node as its name. "
"Attribute.CBlend2DAnimNode.m_items" "Blend Items"
"Attribute.CBlend2DAnimNode.m_items:help" "List of animations to
blend between and the 2D coordinates that they represent in the blend space"
"Attribute.CBlend2DAnimNode.m_blendSourceX" "Blend Source"
"Attribute.CBlend2DAnimNode.m_blendSourceX:help" "The value
controlling the horizonatal blend axis"
"Attribute.CBlend2DAnimNode.m_paramX" "Parameter"
"Attribute.CBlend2DAnimNode.m_paramX:help" "If <b>Blend
Source</b> is set to Parameter, this field is the animgraph parameter to use to
control the blend on this axis"
"Attribute.CBlend2DAnimNode.m_paramY" "Parameter"
"Attribute.CBlend2DAnimNode.m_paramY:help" "If <b>Blend
Source</b> is set to Parameter, this field is the animgraph parameter to use to
control the blend on this axis"
"Attribute.CBlend2DAnimNode.m_blendSourceY" "Blend Source"
"Attribute.CBlend2DAnimNode.m_blendSourceY:help" "The value
controlling the vertical blend axis"
"Attribute.CBlend2DAnimNode.m_eBlendNode" "Blend Mode"
"Attribute.CBlend2DAnimNode.m_eBlendNode:help" "Choose between
methods used to calculate the blend weights for the animations based on the current
2D blend value.

<UL>
<LI> <b>General</b>: A context-independent 2D blending technique. Good for many
situations </LI>
<LI> <b>Directional</b>: If the blend values are directions, using this method can
produce more accurate results </LI>
</UL>"
"Attribute.CBlend2DAnimNode.m_bLoop" "Loop"
"Attribute.CBlend2DAnimNode.m_bLoop:help" "Toggle whether or not
the animations should loop or stop at the end"
"Attribute.CBlend2DAnimNode.m_bLockBlendOnReset" "Lock Blend
on Reset"
"Attribute.CBlend2DAnimNode.m_bLockBlendOnReset:help" "When false,
the blend is refreshed every frame.
<br/>
<br/>
When true, the blend is only refresh when the node is reset. The cycle advances
normally, however. This is so that you can keep the blend value the same for the
duration of the playback of an animation, even if the input value changes. "
"Attribute.CBlend2DAnimNode.m_playbackSpeed" "Playback Speed"
"Attribute.CBlend2DAnimNode.m_playbackSpeed:help" "Adjusts the
speed at which the animations play. "
"Attribute.CBlend2DAnimNode.m_damping" "Damping"
"Attribute.CBlend2DAnimNode.m_damping:help" "Controls how the
output of this node is blended over time"
"Attribute.CBlend2DAnimNode.m_networkMode" "Network Mode"
"Attribute.CBlend2DAnimNode.m_networkMode:help" "Defines where the
logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Element.CGroundIKSolveAnimNode" "Name for the node."
"Attribute.CGroundIKSolveAnimNode.m_IkChains" "The IK chains to
apply ground IK to."
"Attribute.CGroundIKSolveAnimNode.m_TiltSource" "Tilt Vector
Source"
"Attribute.CGroundIKSolveAnimNode.m_TiltSource:help" "<p>Ground
IK can tilt your model for you, as well as compensate the amount the foot is pushed
out by, based upon the ground vector.
</p>
<p>
The three settings currently are:
</p>
<h3>
- None
</h3>
<p>
No tilting will be applied: all ground adjustments will be done as if on flat
ground.
</p>
<h3>
- Movement Manager Slope
</h3>
<p>
Use the tilt vector from the movement manager. This will play nicely with lean
matrices and other graph citizens.
</p>
<h3>
- IK
</h3>
<p>
This uses the traces from IK to determine a ground vector. This is legacy or for
non-animgraph, and will be deprecated soon.
</p>"
"Attribute.CGroundIKSolveAnimNode.m_bApplyLocks" "Apply
Locks"
"Attribute.CGroundIKSolveAnimNode.m_bApplyLocks:help" "Toggle
whether the IK locks on the animation are used to determine whether the foot stays
still or not."
"Attribute.CGroundIKSolveAnimNode.m_bEnabled" "Enabled"
"Attribute.CGroundIKSolveAnimNode.m_bEnabled:help" "Whether
this node is enabled or not."
"Attribute.CGroundIKSolveAnimNode.m_TargetBlendParameter" "Targe
t Blend Parameter"
"Attribute.CGroundIKSolveAnimNode.m_TargetBlendParameter:help"
"<p>
The ground node will blend it's target between the animations default output and
the ground IK target based on this float parameter, if present.
</p>

<p>This was needed to get anim events triggered from scripted sequences to be able
to disable ground IK.</p>

<p>See <a
href=\"https://confluence.valve.org/display/source2/Modeldoc+Setup#ModeldocSetup-
AE_IK_SET_MASTER_BLEND_AMOUNT\">Modeldoc Setup</a> for more details.

</p>"
"Attribute.CGroundIKSolveAnimNode.m_DebugDrawBoneTypes" "Debug
Bone Types to Draw"
"Attribute.CGroundIKSolveAnimNode.m_DebugDrawBoneTypes:help"
"A list of bone 'types' that we can debug draw."
"Attribute.CGroundIKSolveAnimNode.m_bDebugDrawLockValues" "Debug
Draw Lock Values"
"Attribute.CGroundIKSolveAnimNode.m_bDebugDrawLockValues:help"
"Draw the raw IK lock values as vertical lines coming off the end effector.

When a lock reaches 1, a lock is placed. As it fades towards 0, we lerp from the
lock to the current target. Once it gets to zero, the lock terminates until such
time as it gets to 1 again."
"Attribute.CGroundIKSolveAnimNode.m_DebugDrawLockValuesColor"
"Debug Lock Values Color"
"Attribute.CGroundIKSolveAnimNode.m_DebugDrawLockValuesColor:help"
"The color to draw lock values at. Useful if you're trying to track down
different points in the graph that might be messing with the value."
"Attribute.CGroundIKSolveAnimNode.m_bDebugDrawBefore" "Debug Draw
Before"
"Attribute.CGroundIKSolveAnimNode.m_bDebugDrawBefore:help" "Draw
the bones described in \"Bone Types to Draw\" before ground IK is applied."
"Attribute.CGroundIKSolveAnimNode.m_DebugDrawBeforeColor" "Debug
Draw Before Color"
"Attribute.CGroundIKSolveAnimNode.m_DebugDrawBeforeColor:help"
"The color to draw the bones before ground IK is applied."
"Attribute.CGroundIKSolveAnimNode.m_bDebugDrawAfter" "Debug Draw
After"
"Attribute.CGroundIKSolveAnimNode.m_bDebugDrawAfter:help" "Wheth
er we should debug draw the set of bones after ground IK is applied."
"Attribute.CGroundIKSolveAnimNode.m_DebugDrawAfterColor" "Debug
Draw After Color"
"Attribute.CGroundIKSolveAnimNode.m_DebugDrawAfterColor:help"
"The color to draw the selected bones, after ground IK has been applied."
"Element.CFootLockAnimNode" "Foot Lock"
"Element.CFootLockAnimNode:help" "Uses the blended foot cycles
of the child nodes to lock the feet in place when they are on the ground, and guide
them to the predicted next step position when they are in the air. The results are
set on a user-defined bone for each foot, which should be used as the IK target for
the leg. "
"Attribute.CFootLockAnimNode.m_sName" "Name"
"Attribute.CFootLockAnimNode.m_sName:help" "The name of the
anim graph node. Shown in the header bar of the node in the graph editor. If no
name is set, or the name is \"Unnamed\", then the graph editor will show the type
of the node as its name. "
"Attribute.CFootLockAnimNode.m_items" "Feet"
"Attribute.CFootLockAnimNode.m_items:help" "List of the feet
that this node should control. The feet of the character are defined on the model
using the Feet node in modeldoc"
"Attribute.CFootLockItem.m_footName" "Foot"
"Attribute.CFootLockItem.m_footName:help" "Which foot definition
(as defined on the model) to calculate procedural motion for. "
"Attribute.CFootLockItem.m_targetBoneName" "Target Bone"
"Attribute.CFootLockItem.m_targetBoneName:help" "The bone on the
model that this node will position to where the foot should be.
<p>
This bone should not be on the leg, but instead should be an IK target bone that is
a child of the root. "
"Attribute.CFootLockItem.m_disableTagID" "Disable Tag"
"Attribute.CFootLockItem.m_disableTagID:help" "<b>(Optional)</b>
Specify a tag that, when active, will disable the procedural foot planting
calculations for this foot. "
"Attribute.CFootLockAnimNode.m_hipBoneName" "Hip Bone"
"Attribute.CFootLockAnimNode.m_hipBoneName:help" "Specify the
name of the character's hip bone to allow this node to adjust the character's
height as they are stepping up and down uneven terrain. This same bone is also
used for tilting the character on slopes if <em>Apply Tilt</em> is enabled"
"Attribute.CFootLockAnimNode.m_damping" "Foot Rest Damping"
"Attribute.CFootLockAnimNode.m_damping:help" "When the feet get
\"parked\" in the middle of a stride, they will be moved straight down from
wherever they are to a resting position on the ground over time. These settings
control the motion of how the feet are moved to the ground when this happens"
"Attribute.CAnimInputDamping.m_fMaxTension" "Maximum Tension"
"Attribute.CAnimInputDamping.m_fMaxTension:help" "When using
the Spring speed function, the strength of the spring is based on how far the
current position is from the target position. To keep the strength of the spring
from growing indefinitely, this value places a cap on the effective distance that
the spring can be from its target position. This does not effect the actual
position of the damped motion other than to limit how fast it moves at the
extremes. "
"Attribute.CFootLockAnimNode.m_bApplyStepLimits" "Apply Step
Limits"
"Attribute.CFootLockAnimNode.m_bApplyStepLimits:help" "It is
possible for the predicted foot position to be so far away that the foot will reach
in an unrealistic way to try to get there. Enabling step limits will make the node
limit how far the foot will reach beyond the motion of the original animation. "
"Attribute.CFootLockAnimNode.m_flReachScale" "Extra Reach
Allowed"
"Attribute.CFootLockAnimNode.m_flReachScale:help" "At compile
time we calculate the maximum distance that the foot moves from its Stance Position
for each foot cycle of each animation. We then use that as a reference to detect
if this node is trying to make the foot reach farther than the animator intended,
which in many cases is ok. This parameter applies a multiple to the default reach
value from the animation when determining if the step distance is too far. A value
of 0 means that the foot should not move farther than the original animation moves
it, and a value of 1 means it should be allowed to move twice as far. "
"Attribute.CFootLockAnimNode.m_bApplyMotionLimits" "Apply
Motion Limits"
"Attribute.CFootLockAnimNode.m_bApplyMotionLimits:help" "Once
a foot gets locked, its possible that the root motion of the character will move
the body of the character so far that the character's leg has to stretch out
unnaturally to reach the locked position. Enabling motion limits will cause this
node to detect this situation, and reduce the effective root motion. "
"Attribute.CFootLockAnimNode.m_flStretchScale" "Extra Stretch
Allowed"
"Attribute.CFootLockAnimNode.m_flStretchScale:help" "Determines
how much the leg should be allowed to reach beyond the original animation's stride
length. A value of zero means it should not stretch more than in the original
animation, and a value of 1 means it should be allowed to strech and extra stride
length beyond the original length. "
"Attribute.CFootLockAnimNode.m_flMotionFalloffBias" "Motion
Reduction Curve"
"Attribute.CFootLockAnimNode.m_flMotionFalloffBias:help" "Contr
ols how much the root motion is decreased as the foot approaches the stretch limit.
The value is based on a <a href=\"http://demofox.org/biasgain.html\">bias
curve</a>. So values close to 0 mean that hardly and reduction happens until the
end, 0.5 means that the reduction happens linearly, and values close to 1 mean that
the reduction happens quickly once the foot is outside the stretch limit. "
"Attribute.CFootLockAnimNode.m_flStrideCurveScale" "Curve Foot
Paths"
"Attribute.CFootLockAnimNode.m_flStrideCurveScale:help" "Movin
g the foot in a straight line from its previous step position to the next can
produce unnatural looking movement, and potentially make the legs pass through each
other. A more natural stride tends to curve the foot through its stance position
half way through. This value lets you control how much the foot should curve
through the stance position during a step. "
"Attribute.CFootLockAnimNode.m_flStrideCurveLimitScale" "Curve
Paths Limit"
"Attribute.CFootLockAnimNode.m_flStrideCurveLimitScale:help"
"Puts a limit on the maximim distance that the curved path can take the foot from
the straight-line path, as a percentage of the length of the stride. ie: if the
step is short, the displacement of the curve should also be short. "
"Attribute.CFootLockAnimNode.m_bModulateStepHeight" "Modulate
Step Height"
"Attribute.CFootLockAnimNode.m_bModulateStepHeight:help" "When
enabled, the height of each step will be increased or decreased in proportion to
how much the step length is increased or decreased compared to the original
animation"
"Attribute.CFootLockAnimNode.m_flStepHeightIncreaseScale" "Heigh
t Increase Scale"
"Attribute.CFootLockAnimNode.m_flStepHeightIncreaseScale:help"
"How much to increase the height of the foot step when the stride length is longer
than the original animation. 0 means don't increase it at all, 1 means increase it
proportinally to the increase in stride length. "
"Attribute.CFootLockAnimNode.m_flStepHeightDecreaseScale" "Heigh
t Decrease Scale"
"Attribute.CFootLockAnimNode.m_flStepHeightDecreaseScale:help"
"How much to decrease the height of the foot step when the stride length is shorter
than the original animation. 0 means don't decrease the height at all, 1 means
decrease it proportionally to the reduction in step length. "
"Attribute.CFootLockAnimNode.m_networkMode" "Network Mode"
"Attribute.CFootLockAnimNode.m_networkMode:help" "Defines
where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CFootLockAnimNode.m_bApplyTilt" "Apply Tilt"
"Attribute.CFootLockAnimNode.m_bApplyTilt:help" "When enabled,
will apply tilt to the Hip Bone based on the height of the feet due to sloped or
uneven terrain. "
"Attribute.CFootLockAnimNode.m_flTiltPlanePitchSpringStrength"
"Tilt Plane Pitch Strength"
"Attribute.CFootLockAnimNode.m_flTiltPlanePitchSpringStrength:help"
"Controls the strength of the spring that is damping the change in pitch of
the tilt plane"
"Attribute.CFootLockAnimNode.m_flTiltPlaneRollSpringStrength"
"Tilt Plane Roll Spring Strength"
"Attribute.CFootLockAnimNode.m_flTiltPlaneRollSpringStrength:help"
"Controls the strength of the spring that is damping the change in roll of
the tilt plane"
"Attribute.CAnimState.m_bExclusiveFootMotion" "Exclusive Foot
Motion"
"Attribute.CAnimState.m_bExclusiveFootMotion:help" "When true,
only the foot cycle motion from the current state will be used. Otherwise, the
foot motion will be blended between the last state and this one during transitions.
"
"Attribute.CAnimStateTransition.m_flFixedCycleValue" "Fixed Start
Cycle Value"
"Attribute.CAnimStateTransition.m_flFixedCycleValue:help" "If
this transition is set to reset the destination state to a fixed value, this is the
cycle value to reset it to. "
"Attribute.CAnimStateTransition.m_bForceFootPlant" "Reset Foot
Motion"
"Attribute.CAnimStateTransition.m_bForceFootPlant:help" "When
true, a signal will be sent to the foot lock node to force the feet to park when
this transition happens. This is necessary for most transitions where the foot
motion between the source and destination state do not have the same cycle"
"Element.CFollowPathAnimNode" "Follow Path"
"Element.CFollowPathAnimNode:help" "Takes the root motion from
its children and modifies it to move along the path, while also turning the
character's body to face a desired direction.

Also updates the predicted foot position to be along the path.

This node provides an optional Goal Pose input connection, which should be to a
stationary animation. If a node is connected to this input, the foot motion
calculated by this node will be modified as the character gets closer to the goal,
so that when it stops its feet will be in the right place for the goal pose
animation"
"Attribute.CFollowPathAnimNode.m_sName" "Name"
"Attribute.CFollowPathAnimNode.m_sName:help" "The name of the
anim graph node. Shown in the header bar of the node in the graph editor. If no
name is set, or the name is \"Unnamed\", then the graph editor will show the type
of the node as its name. "
"Attribute.CFollowPathAnimNode.m_facingTarget" "Turn to Face"
"Attribute.CFollowPathAnimNode.m_facingTarget:help" "The
direction (if any) that the character's body should be turned towards as they walk
the path"
"Attribute.CFollowPathAnimNode.m_flTurnToFaceOffset" "Turn to
Face Offset"
"Attribute.CFollowPathAnimNode.m_flTurnToFaceOffset:help" "Apply
an offset angle to the <em>Turn to Face</em> direction, so that the character can,
for example, face away from the target direction"
"Attribute.CFollowPathAnimNode.m_damping" "Damping"
"Attribute.CFollowPathAnimNode.m_damping:help" "Controls the
speed with which the character's body is turned toward the <em>Turn to Face</em>
direction"
"Attribute.CFollowPathAnimNode.m_flStoppingDistance" "Stopping
Distance"
"Attribute.CFollowPathAnimNode.m_flStoppingDistance:help" "If
the node has a Goal Pose set, it will start blending the foot motion to use the
stance positions of the goal pose when it is <em>Stopping Distance</em> from the
goal. "
"Attribute.CFollowPathAnimNode.m_bBlendAnimation" "Blend
Animation"
"Attribute.CFollowPathAnimNode.m_bBlendAnimation:help" "When
enabled, this node will blend the skeletal animation from the default input
animation to the goal pose animation as the character approaches the goal. The
foot motion will still come from the default animation though so the stride will
not be interrupted. "
"Attribute.CFollowPathAnimNode.m_networkMode" "Network Mode"
"Attribute.CFollowPathAnimNode.m_networkMode:help" "Defines
where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CHitReactAnimNode.m_hitBoneParam" "Hit Bone
Parameter"
"Attribute.CHitReactAnimNode.m_hitBoneParam:help" "The
parameter that the game will set to the index of the bone whose physics hull got
hit. This should be an Int parameter, with the <b>Max Value</b> at least as big as
the number of bones in the skeleton, and <b>Network</b> and <b>Force Latest
Value</b> set to True.

Note that the game code expects this parameter's name to be i_Hit_Bone"
"Attribute.CHitReactAnimNode.m_hitOffsetParam" "Hit Offset
Parameter"
"Attribute.CHitReactAnimNode.m_hitOffsetParam:help" "The
parameter that the game code should set the offset of the point of impact from the
hit bone in the hit bone's local space. Should have <b>Network</b> and <b>Force
Latest Value</b> set to True.

Game code expects this variable to be set to v_Hit_Offset"


"Attribute.CHitReactAnimNode.m_hitDirectionParam" "Hit
Direction Parameter"
"Attribute.CHitReactAnimNode.m_hitDirectionParam:help" "The
parameter that the game code should set to be the world-space direction the object
that hit the character was moving on impact. Should have <b>Network</b> and
<b>Force Latest Value</b> set to True.

Game code expects this parameter to be named v_Hit_Direction"


"Attribute.CHitReactAnimNode.m_hitStrengthParam" "Hit
Strength Parameter"
"Attribute.CHitReactAnimNode.m_hitStrengthParam:help" "The
parameter that the game code should set to the strength with which the character
was hit. Should have <b>Network</b> and <b>Force Latest Value</b> set to True.

Game code expects this parameter to be named f_Hit_Strength"


"Attribute.CHitReactAnimNode.m_weightListName" "Bone Weights"
"Attribute.CHitReactAnimNode.m_weightListName:help" "(Optional)
Set this value to a weight list to define how much each bone can be effected by a
hit reaction"
"Attribute.CHitReactAnimNode.m_hipBoneName" "Hip Bone"
"Attribute.CHitReactAnimNode.m_hipBoneName:help" "The bone
close to the root of the character that will get translated by impacts and will
have the hip dip applied to it. "
"Attribute.CHitReactAnimNode.m_flHipBoneTranslationScale" "Hip
Translation Scale"
"Attribute.CHitReactAnimNode.m_flHipBoneTranslationScale:help"
"Scales the amount that the hips are translated based on the strength of the
impact"
"Attribute.CHitReactAnimNode.m_nEffectedBoneCount" "Number of
bones effected"
"Attribute.CHitReactAnimNode.m_nEffectedBoneCount:help" "The
bones that get rotated as part of the hit reaction are this number of bones away
from the hit bone. "
"Attribute.CHitReactAnimNode.m_flMaxImpactForce" "Max Impact
Force"
"Attribute.CHitReactAnimNode.m_flMaxImpactForce:help" "The largest
amount of force that can be applied from an impact"
"Attribute.CHitReactAnimNode.m_flMinImpactForce" "Min Impact
Force"
"Attribute.CHitReactAnimNode.m_flMinImpactForce:help" "The
smallest amount of force that can be applied from an impact"
"Attribute.CHitReactAnimNode.m_flWhipImpactScale" "Whip Impact
Scale"
"Attribute.CHitReactAnimNode.m_flWhipImpactScale:help" "This
value scales to the amount of force that gets applied to the children of the hit
bone. So a value less than 1 will cause the child bones to be pushed back less by
each hit"
"Attribute.CHitReactAnimNode.m_flCounterRotationScale" "Count
er Rotation Scale"
"Attribute.CHitReactAnimNode.m_flCounterRotationScale:help" "The
child bones of the hit bone will counter-rotate to offset the impact rotation of
the parent bones, making the bone chain appear to bend inward at the point of
impact. This value will allow you to scale how much of the counter-rotation to
apply. "
"Attribute.CHitReactAnimNode.m_flDistanceFadeScale" "Distance
Fade"
"Attribute.CHitReactAnimNode.m_flDistanceFadeScale:help" "How
much to reduce the force of the impact on bones based on how far they are from the
point of impact"
"Attribute.CHitReactAnimNode.m_flPropagationScale" "Propagation
Scale"
"Attribute.CHitReactAnimNode.m_flPropagationScale:help" "Scale
s the impact force by this amount for each bone based on how many bones it is away
from the hit bone. "
"Attribute.CHitReactAnimNode.m_flWhipDelay" "Whip Delay Time"
"Attribute.CHitReactAnimNode.m_flWhipDelay:help" "Amount of
time to delay moving the child bones of the hit bone back into place after they
have finished moving in the direction of the impact. "
"Attribute.CHitReactAnimNode.m_flSpringStrength" "Spring
Strength"
"Attribute.CHitReactAnimNode.m_flSpringStrength:help" "How
strongly the hit bone and its parents should resist the force of the impact.
Higher values will cause the bones to move less and return to their normal position
faster. "
"Attribute.CHitReactAnimNode.m_flWhipSpringStrength" "Whip Spring
Strength"
"Attribute.CHitReactAnimNode.m_flWhipSpringStrength:help" "How
strongly the children of the hit bone should resist the force of the impact.
Higher values will cause the bones to move less and return to their normal position
faster. "
"Attribute.CHitReactAnimNode.m_flHipDipSpringStrength" "Hip
Dip Spring Strength"
"Attribute.CHitReactAnimNode.m_flHipDipSpringStrength:help" "How
strongly the hip should resist the force of the impact. Higher values will cause
it to move less and return to its normal position faster. "
"Attribute.CHitReactAnimNode.m_flHipDipImpactScale" "Hip Dip
Scale"
"Attribute.CHitReactAnimNode.m_flHipDipImpactScale:help" "Scale
s the amount of the impact force that effects the hip dip"
"Attribute.CHitReactAnimNode.m_flHipDipDelay" "Hip Dip Delay"
"Attribute.CHitReactAnimNode.m_flHipDipDelay:help" "Number of
seconds to wait before the hip dip movement starts"
"Attribute.CHitReactAnimNode.m_bResetBase" "Reset Child"
"Attribute.CHitReactAnimNode.m_bResetBase:help" "Whether or not
the child of this node should get reset when it does. "
"Attribute.CHitReactAnimNode.m_networkMode" "Network Mode"
"Attribute.CHitReactAnimNode.m_networkMode:help" "Defines
where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Attribute.CBoolAnimParameter.m_bPredicted" "Predict"
"Attribute.CBoolAnimParameter.m_bPredicted:help" "When
checked, the parameter is allowed to be predicted on the client."
"Attribute.CMotionMatchingAnimNode.m_sName" "Name"
"Attribute.CMotionMatchingAnimNode.m_sName:help" "The name of
the anim graph node. Shown in the header bar of the node in the graph editor. If
no name is set, or the name is \"Unnamed\", then the graph editor will show the
type of the node as its name. "
"Attribute.CMotionMatchingAnimNode.m_flPredictionTime" "Predi
ction Time"
"Attribute.CMotionMatchingAnimNode.m_flPredictionTime:help" "Amoun
t of time into the future that the node will look to determine what the character's
future state should be. "
"Attribute.CMotionMatchingAnimNode.m_flSampleRate" "Sample
Rate"
"Attribute.CMotionMatchingAnimNode.m_flSampleRate:help" "Each
clip in the motion set is sampled at this rate to determine the list of possible
entry points into the clip that will be included in the motion seach"
"Attribute.CMotionMatchingAnimNode.m_flBlendTime" "Blend Time"
"Attribute.CMotionMatchingAnimNode.m_flBlendTime:help" "The
amount of time to take to blend to a new clip/entry point once its chosen"
"Attribute.CMotionMatchingAnimNode.m_flResponsiveness" "Respo
nsiveness"
"Attribute.CMotionMatchingAnimNode.m_flResponsiveness:help" "Globa
l blend value between pose metrics and goal metrics. Since pose metrics try to
match the character's current pose, and the goal metrics try to match against where
the character should go, this value has the effect of shifting the balance between
smooth animation and responsive changes in direction.
<br/>
<br/>
A value of 0.5 is an equal balance between pose and goal metrics. Values closer to
0 favor pose metrics, and values close to 1 favor goal metrics"
"Attribute.CMotionMatchingAnimNode.m_flSelectionThreshold" "Selec
tion Threshold"
"Attribute.CMotionMatchingAnimNode.m_flSelectionThreshold:help"
"Any new selection must exceed the score of the current clip by this amount to be
chosen as the new clip "
"Attribute.CMotionMatchingAnimNode.m_networkMode" "Network
Mode"
"Attribute.CMotionMatchingAnimNode.m_networkMode:help" "Defin
es where the logic for this graph node is evaluated:

<UL>
<LI> <b>Server Authoritative: </b> The logic for this node runs on the server, and
the results are networked down to the client
<LI> <b>Client Simulate: </b> The logic for this node runs on the client, and its
state is not networked
</UL>

<p/>

<em>Note: When a node is set to <b>Client Simulate</b> all of its children are
forced to also be Client Simulate, regardless of what their Network Mode setting is
</em>"
"Element.CMotionMatchingAnimNode" "Motion Matching"
"Element.CMotionMatchingAnimNode:help" "Continuously picks the
best clip of animation to play from a given set of animations based on a defined
set of cost metrics"
"Element.CGoalPositionMetric" "Goal Position Metric"
"Element.CGoalPositionMetric:help" "Check if clips match the
desired position of the character at several future points in time"
"Attribute.CGoalPositionMetric.m_pathSamples" "Path Samples"
"Attribute.CGoalPositionMetric.m_pathSamples:help" "List of
percentages through the prediction time to same where the character is predicted to
be"
}
}

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