Files
expvintl 419f2e4752 init
2025-02-23 17:40:52 +08:00

11025 lines
759 KiB
HTML

<html>
<head>
<title>Cowboy/Cowgirl/Fred/Wilma/MPLarge/MPMedium Asset</title>
<style type="text/css">table.stat th, table.stat td { font-size : 77%; font-family : "Myriad Web",Verdana,Helvetica,Arial,sans-serif; background : #efe none; color : #630; }
BODY {FONT-FAMILY: Tahoma; FONT-SIZE: 10pt}
H3 {FONT-SIZE: 14pt; COLOR:#000000}
H2 {FONT-SIZE: 18pt; text-decoration: underline; text-align: center; font-weight: bold; COLOR:#000000}</style></head>
<body>
<h2>Cowboy/Cowgirl/Fred/Wilma/MPLarge/MPMedium Asset</h2>
<br><center><A name="quicklink"><h2>Quick Links</h2></A>
<br><table class="stat" width=100% cellpadding=10>
<tr><td valign ="top" align="center">
<table class="stat">
<tr><td width = 100%><b>All Messages</b></td></tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#activePose">activePose</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#applyImpulse">applyImpulse</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#applyBulletImpulse">applyBulletImpulse</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#bodyRelax">bodyRelax</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#configureBalance">configureBalance</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#configureBalanceReset">configureBalanceReset</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#configureSelfAvoidance">configureSelfAvoidance</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#configureBullets">configureBullets</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#configureBulletsExtra">configureBulletsExtra</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#configureLimits">configureLimits</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#configureSoftLimit">configureSoftLimit</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#configureShotInjuredArm">configureShotInjuredArm</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#configureShotInjuredLeg">configureShotInjuredLeg</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#defineAttachedObject">defineAttachedObject</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#forceToBodyPart">forceToBodyPart</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#leanInDirection">leanInDirection</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#leanRandom">leanRandom</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#leanToPosition">leanToPosition</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#leanTowardsObject">leanTowardsObject</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#hipsLeanInDirection">hipsLeanInDirection</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#hipsLeanRandom">hipsLeanRandom</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#hipsLeanToPosition">hipsLeanToPosition</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#hipsLeanTowardsObject">hipsLeanTowardsObject</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#forceLeanInDirection">forceLeanInDirection</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#forceLeanRandom">forceLeanRandom</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#forceLeanToPosition">forceLeanToPosition</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#forceLeanTowardsObject">forceLeanTowardsObject</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#setStiffness">setStiffness</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#setMuscleStiffness">setMuscleStiffness</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#setWeaponMode">setWeaponMode</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#registerWeapon">registerWeapon</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#shotRelax">shotRelax</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#fireWeapon">fireWeapon</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#configureConstraints">configureConstraints</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#stayUpright">stayUpright</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#stopAllBehaviours">stopAllBehaviours</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#setCharacterStrength">setCharacterStrength</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#setCharacterHealth">setCharacterHealth</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#setFallingReaction">setFallingReaction</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#setCharacterUnderwater">setCharacterUnderwater</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#setCharacterCollisions">setCharacterCollisions</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#setCharacterDamping">setCharacterDamping</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#setFrictionScale">setFrictionScale</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#animPose">animPose</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#armsWindmill">armsWindmill</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#armsWindmillAdaptive">armsWindmillAdaptive</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#balancerCollisionsReaction">balancerCollisionsReaction</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#bodyBalance">bodyBalance</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#bodyFoetal">bodyFoetal</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#bodyRollUp">bodyRollUp</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#bodyWrithe">bodyWrithe</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#braceForImpact">braceForImpact</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#buoyancy">buoyancy</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#catchFall">catchFall</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#electrocute">electrocute</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#fallOverWall">fallOverWall</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#grab">grab</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#headLook">headLook</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#highFall">highFall</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#incomingTransforms">incomingTransforms</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#injuredOnGround">injuredOnGround</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#carried">carried</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#dangle">dangle</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#onFire">onFire</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#pedalLegs">pedalLegs</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#pointArm">pointArm</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#pointGun">pointGun</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#pointGunExtra">pointGunExtra</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#rollDownStairs">rollDownStairs</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#shot">shot</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#shotNewBullet">shotNewBullet</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#shotSnap">shotSnap</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#shotShockSpin">shotShockSpin</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#shotFallToKnees">shotFallToKnees</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#shotFromBehind">shotFromBehind</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#shotInGuts">shotInGuts</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#shotHeadLook">shotHeadLook</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#shotConfigureArms">shotConfigureArms</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#smartFall">smartFall</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#staggerFall">staggerFall</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#teeter">teeter</a></td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 100%><a href="#upperBodyFlinch">upperBodyFlinch</a></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 100%><a href="#yanked">yanked</a></td>
</tr>
</table></td>
</tr></table></center>
<b>UNITS</b><p><pre>All basic measurements are in standard units (kilograms, metres, seconds, radians)
All other parameters will, unless otherwise stated, use the following units:
position vectors: world space (in metres)
stiffness: standardised to 6=limp, 10=normal, 16=strong
damping: standardised to 0.5=underdamped, 1=critically damped, 2=overdamped
mask: "fb"=full body
"ub"=upper body, "ua"=upper arms, "uc"=clavicles, "us"=upper spine
"lb"=lower body, "ll"=left leg, "lr"=right leg
</pre><br><br><h2>The Behaviour Messages</h2><br><p>These are the behaviour messages.</p>
<pre>bvid_buoyancy
bvid_dynamicBalancer
bvid_bodyBalance
bvid_braceForImpact
bvid_staggerFall
bvid_learnedCrawl
bvid_bodyFoetal
bvid_shot
bvid_teeter
bvid_armsWindmill
bvid_armsWindmillAdaptive
bvid_balancerCollisionsReaction
bvid_spineTwist
bvid_catchFall
bvid_yanked
bvid_dragged
bvid_bodyRollUp
bvid_upperBodyFlinch
bvid_fallOverWall
bvid_highFall
bvid_rollDownStairs
bvid_pedalLegs
bvid_stumble
bvid_grab
bvid_animPose
bvid_bodyWrithe
bvid_headLook
bvid_pointArm
bvid_pointGun
bvid_electrocute
bvid_quadDeath
</pre><p><A name=activePose><h3><a href="#quicklink">activePose:</a></h3></a> activePose: This will take any animation currently set as the incoming transforms of the agent and drive the character to the pose defined therein. To constantly drive an agent to an animation, this message must be sent every frame. The stiffness of the characters joints will determine how closely they match the animation pose.<br>The mask value determines which effector sets will be modified. Specifying 'fb' or no mask value will cause the effect to be applied to the whole character.<br>Otherwise, specify 'l' or 'u' for the first character to mask off to just lower or upper body parts. Then, you can specify the following for the second character:<br>When the first character is 'u', the second parameter can be:<br>* 'c' = just clavicles<br>* 'l' = left arm only<br>* 'r' = right arm only<br>* 'a' = both arms and clavicles<br>* 's' = just spine<br>* 't' = torso only, eg. spine & arms and Clavicles<br>* 'k' = trunk only, eg. spine & head<br>* 'n' = neck and head<br>* 'b' = everything<br>* 'w' = wrists<br>when the first character is 'l', the second parameter can be:<br>* 'l' = just left leg<br>* 'r' = just right leg<br>* 'b' = both legs<br>* 'a' = both ankles<br>note that the characters should be lower-case.<br>==================================================<br>To allow allow any combinations of joints to be masked:<br>1) Mask can be a string of BITWISE logic operators (no brackets or spaces allowed) on the above 2 character masks eg. 'uc&ul' - left clavicle, 'ub&~uw' - ub except for wrists, 'ul|ur' left and right arms.<br>2) Mask can now also take a bitMask value (limited to 32 bits) expressed as a string.<br>Masking is performed on a part basis. To mask a particular joint, indicate the joint's child part.<br>* Mask can be a bitMask in hex '0x********'.<br>* Mask can be a bitMask in binary '0b**...**'.<br>0 = spine_1,<br>1 = spine_2,<br>2 = spine_3,<br>3 = neck_lower,<br>4 = neck_upper,<br>5 = clavicle_jnt_left,<br>6 = shoulder_left,<br>7 = elbow_left,<br>8 = wrist_left,<br>9 = clavicle_jnt_right,<br>10 = shoulder_right,<br>11 = elbow_right,<br>12 = wrist_right,<br>13 = spine_0,<br>14 = hip_left,<br>15 = knee_left,<br>16 = ankle_left,<br>17 = hip_right,<br>18 = knee_right,<br>19 = ankle_right.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;mask</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;fb</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useGravityCompensation</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Apply gravity compensation as well?</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;animSource</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;ART::kITSourceCurrent</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;ART::kITSourceCurrent ... ART::KITSourceCount-1</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;AnimSource 0 = CurrentItms, 1 = PreviousItms, 2 = AnimItms</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=applyImpulse><h3><a href="#quicklink">applyImpulse:</a></h3></a> applyImpulse: Apply an impulse to a named body part<br>optional equalizeAmount between 0 and 1.<br>0 means straight impulse (lighter objects will move further)<br>1 means multiplied by mass relative to the average (all mass objects will move equally)<br>optional hitPoint in world space or local/part space<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;equalizeAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0 means straight impulse, 1 means multiply by the mass (change in velocity)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;partIndex</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1 ... 28</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;index of part being hit. -1 apply impulse to COM.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulse</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-4500.0 ... 4500.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;impulse vector (impulse is change in momentum)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;hitPoint</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;optional point on part where hit. If not supplied then the impulse is applied at the part centre.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;localHitPointInfo</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;hitPoint in local coordinates of bodyPart</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;localImpulseInfo</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;impulse in local coordinates of bodyPart</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;angularImpulse</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;impulse should be considered an angular impulse</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=applyBulletImpulse><h3><a href="#quicklink">applyBulletImpulse:</a></h3></a> applyBulletImpulse: Apply a bullet impulse to a named body part, optional equalizeAmount between 0 and 1.<br>0 means straight impulse (lighter objects will move further)<br>1 means multiplied by mass relative to the average (all mass objects will move equally)<br>optional hitPoint in world space or local/part space<br>Uses the setup in configureBullets<br>Extra bullet:<br>Applied to spine0 (approximates the COM). Uses the setup in configureBulletsExtra<br>does not contribute to impulseLeakage but is affected by it.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;equalizeAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0 means straight impulse, 1 means multiply by the mass (change in velocity)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;partIndex</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 28</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;index of part being hit.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulse</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1000.0 ... 1000.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;impulse vector (impulse is change in momentum)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;hitPoint</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;optional point on part where hit</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;localHitPointInfo</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;true = hitPoint is in local coordinates of bodyPart, false = hitpoint is in world coordinates</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;extraShare</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-2.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if not 0.0 then have an extra bullet applied to spine0 (approximates the COM). Uses setup from configureBulletsExtra. 0-1 shared 0.0 = no extra bullet, 0.5 = impulse split equally between extra and bullet, 1.0 only extra bullet. LT 0.0 then bullet + scaled extra bullet. Eg.-0.5 = bullet + 0.5 impulse extra bullet</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=bodyRelax><h3><a href="#quicklink">bodyRelax:</a></h3></a> bodyRelax: Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;relaxation</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;50.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 100.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;How relaxed the body becomes, in percentage relaxed. 100 being totally rag-dolled, 0 being very stiff and rigid.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;damping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;mask</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;fb</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;holdPose</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;automatically hold the current pose as the character relaxes - can be used to avoid relaxing into a t-pose</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;disableJointDriving</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;sets the drive state to free - this reduces drifting on the ground</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=configureBalance><h3><a href="#quicklink">configureBalance:</a></h3></a> configureBalance: This single message allows you to configure various parameters used on any behaviour that uses the dynamic balance.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stepHeight</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.100</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 0.40</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;maximum height that character steps vertically (above 0.2 is high...but ok for say underwater)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stepHeightInc4Step</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.100</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 0.40</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;added to stepHeight if going up steps</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legsApartRestep</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.200</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if the legs end up more than (legsApartRestep + hipwidth) apart even though balanced, take another step</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legsTogetherRestep</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;mmmm0.1 for drunk if the legs end up less than (hipwidth - legsTogetherRestep) apart even though balanced, take another step. A value of 1 will turn off this feature and the max value is hipWidth = 0.23f by default but is model dependent</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legsApartMax</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;FRICTION WORKAROUND: if the legs end up more than (legsApartMax + hipwidth) apart when balanced, adjust the feet positions to slide back so they are legsApartMax + hipwidth apart. Needs to be less than legsApartRestep to see any effect</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;taperKneeStrength</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;does the knee strength reduce with angle</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;12.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness of legs</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leftLegSwingDamping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.20 ... 4.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;damping of left leg during swing phase (mmmmDrunk used 1.25 to slow legs movement)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rightLegSwingDamping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.20 ... 4.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;damping of right leg during swing phase (mmmmDrunk used 1.25 to slow legs movement)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;opposeGravityLegs</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 4.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Gravity opposition applied to hips and knees</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;opposeGravityAnkles</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 4.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Gravity opposition applied to ankles. General balancer likes 1.0. StaggerFall likes 0.1</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leanAcc</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Multiplier on the floorAcceleration added to the lean</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;hipLeanAcc</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Multiplier on the floorAcceleration added to the leanHips</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leanAccMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;5.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Max floorAcceleration allowed for lean and leanHips</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;resistAcc</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Level of cheat force added to character to resist the effect of floorAcceleration (anti-Acceleration) - added to upperbody.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;resistAccMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;3.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 20.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Max floorAcceleration allowed for anti-Acceleration. If GT 20.0 then it is probably in a crash</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;footSlipCompOnMovingFloor</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;This parameter will be removed when footSlipCompensation preserves the foot angle on a moving floor]. If the character detects a moving floor and footSlipCompOnMovingFloor is false then it will turn off footSlipCompensation - at footSlipCompensation preserves the global heading of the feet. If footSlipCompensation is off then the character usually turns to the side in the end although when turning the vehicle turns it looks promising for a while</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ankleEquilibrium</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;ankle equilibrium angle used when static balancing</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;extraFeetApart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;additional feet apart setting</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dontStepTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;amount of time at the start of a balance before the character is allowed to start stepping</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;balanceAbortThreshold</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.600</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;when the character gives up and goes into a fall. Larger values mean that the balancer can lean more before failing.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;giveUpHeight</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.50</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;height between lowest foot and COM below which balancer will give up</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stepClampScale</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stepClampScaleVariance</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Variance in clamp scale every step. if negative only takes away from clampScale</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;predictionTimeHip</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of time (seconds) into the future that the character tries to move hip to (kind of). Will be controlled by balancer in future but can help recover spine quicker from bending forwards to much.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;predictionTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;amount of time (seconds) into the future that the character tries to step to. bigger values try to recover with fewer, bigger steps. smaller values recover with smaller steps, and generally recover less.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;predictionTimeVariance</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Variance in predictionTime every step. if negative only takes away from predictionTime</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;maxSteps</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;100</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Maximum number of steps that the balancer will take.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;maxBalanceTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;50.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Maximum time(seconds) that the balancer will balance for.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;extraSteps</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Allow the balancer to take this many more steps before hitting maxSteps. If negative nothing happens(safe default)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;extraTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Allow the balancer to balance for this many more seconds before hitting maxBalanceTime. If negative nothing happens(safe default)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fallType</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;How to fall after maxSteps or maxBalanceTime: 0=rampDown stiffness, 1= 0 and dontChangeStep, 2= 0 and forceBalance, 3=0 and slump (BCR has to be active)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fallMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 100.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Multiply the rampDown of stiffness on falling by this amount ( GT 1 fall quicker)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fallReduceGravityComp</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Reduce gravity compensation as the legs weaken on falling</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rampHipPitchOnFail</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;bend over when falling after maxBalanceTime</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stableLinSpeedThresh</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.250</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.010 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Linear speed threshold for successful balance.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stableRotSpeedThresh</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.250</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.010 ... 10.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Rotational speed threshold for successful balance.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;failMustCollide</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;The upper body of the character must be colliding and other failure conditions met to fail</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;ignoreFailure</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Ignore maxSteps and maxBalanceTime and try to balance forever</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;changeStepTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 5.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;time not in contact (airborne) before step is changed. If -ve don't change step</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;balanceIndefinitely</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Ignore maxSteps and maxBalanceTime and try to balance forever</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;movingFloor</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;temporary variable to ignore movingFloor code that generally causes the character to fall over if the feet probe a moving object e.g. treading on a gun</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;airborneStep</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;when airborne try to step. Set to false for e.g. shotGun reaction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useComDirTurnVelThresh</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Velocity below which the balancer turns in the direction of the COM forward instead of the ComVel - for use with shot from running with high upright constraint use 1.9</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;minKneeAngle</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.50 ... 1.50</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Minimum knee angle (-ve value will mean this functionality is not applied). 0.4 seems a good value</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;flatterSwingFeet</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;flatterStaticFeet</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;avoidLeg</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If true then balancer tries to avoid leg2leg collisions/avoid crossing legs. Avoid tries to not step across a line of the inside of the stance leg's foot</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;avoidFootWidth</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. avoidFootWidth = how much inwards from the ankle this line is in (m).</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;avoidFeedback</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.60</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. Avoid doesn't allow the desired stepping foot to cross the line. avoidFeedback = how much of the actual crossing of that line is fedback as an error.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanAgainstVelocity</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stepDecisionThreshold</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stepIfInSupport</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The balancer sometimes decides to step even if balanced</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;alwaysStepWithFarthest</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;standUp</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;standup more with increased velocity</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;depthFudge</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.010</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Supposed to increase foot friction: Impact depth of a collision with the foot is changed when the balancer is running - impact.SetDepth(impact.GetDepth() - depthFudge)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;depthFudgeStagger</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.010</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Supposed to increase foot friction: Impact depth of a collision with the foot is changed when staggerFall is running - impact.SetDepth(impact.GetDepth() - depthFudgeStagger)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;footFriction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 40.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Foot friction multiplier is multiplied by this amount if balancer is running</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;footFrictionStagger</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 40.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Foot friction multiplier is multiplied by this amount if staggerFall is running</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;backwardsLeanCutoff</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Backwards lean threshold to cut off stay upright forces. 0.0 Vertical - 1.0 horizontal. 0.6 is a sensible value. NB: the balancer does not fail in order to give stagger that extra step as it falls. A backwards lean of GT 0.6 will generally mean the balancer will soon fail without stayUpright forces.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;giveUpHeightEnd</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.50</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if this value is different from giveUpHeight, actual giveUpHeight will be ramped toward this value</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;balanceAbortThresholdEnd</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.60</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if this value is different from balanceAbortThreshold, actual balanceAbortThreshold will be ramped toward this value</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;giveUpRampDuration</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 10.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;duration of ramp from start of behaviour for above two parameters. If smaller than 0, no ramp is applied</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leanToAbort</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.60</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;lean at which to send abort message when maxSteps or maxBalanceTime is reached</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=configureBalanceReset><h3><a href="#quicklink">configureBalanceReset:</a></h3></a> configureBalanceReset: reset the values configurable by the Configure Balance message to their defaults.<br><br></p>
<p><table class="stat" width = 100%>
</table>
</p><br><HR><br>
<p><A name=configureSelfAvoidance><h3><a href="#quicklink">configureSelfAvoidance:</a></h3></a> configureSelfAvoidance: this single message allows to configure self avoidance for the character.<br>BBDD Self avoidance tech.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useSelfAvoidance</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Enable or disable self avoidance tech.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;overwriteDragReduction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Specify whether self avoidance tech should use original IK input target or the target that has been already modified by getStabilisedPos() tech i.e. function that compensates for rotational and linear velocity of shoulder/thigh.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;torsoSwingFraction</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.750</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Place the adjusted target this much along the arc between effector (wrist) and target, value in range [0,1].</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;maxTorsoSwingAngleRad</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.7580</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.570</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Max value on the effector (wrist) to adjusted target offset.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;selfAvoidIfInSpineBoundsOnly</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Restrict self avoidance to operate on targets that are within character torso bounds only.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;selfAvoidAmount</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Amount of self avoidance offset applied when angle from effector (wrist) to target is greater then right angle i.e. when total offset is a blend between where effector currently is to value that is a product of total arm length and selfAvoidAmount. SelfAvoidAmount is in a range between [0, 1].</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;overwriteTwist</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Overwrite desired IK twist with self avoidance procedural twist.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;usePolarPathAlgorithm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Use the alternative self avoidance algorithm that is based on linear and polar target blending. WARNING: It only requires "radius" in terms of parametrization.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;radius</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Self avoidance radius, measured out from the spine axis along the plane perpendicular to that axis. The closer is the proximity of reaching target to that radius, the more polar (curved) motion is used for offsetting the target. WARNING: Parameter only used by the alternative algorithm that is based on linear and polar target blending.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=configureBullets><h3><a href="#quicklink">configureBullets:</a></h3></a> configureBullets: This single message allows you to configure the way bullets are applied to the character.<br>NB. Airborne and oneLeg modulation of forces only happen if the dynamicBalancer is trying to balance<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseSpreadOverParts</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;spreads impulse across parts. currently only for spine parts, not limbs.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseLeakageStrengthScaled</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;for weaker characters subsequent impulses remain strong</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulsePeriod</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;duration that impulse is spread over (triangular shaped)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseTorqueScale</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;An impulse applied at a point on a body equivalent to an impulse at the centre of the body and a torque. This parameter scales the torque component. (The torque component seems to be excite the rage looseness bug which sends the character in a sometimes wildly different direction to an applied impulse)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;loosenessFix</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Fix the rage looseness bug by applying only the impulse at the centre of the body unless it is a spine part then apply the twist component only of the torque as well.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseDelay</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;time from hit before impulses are being applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseReductionPerShot</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;by how much are subsequent impulses reduced (e.g. 0.0: no reduction, 0.1: 10% reduction each new hit)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseRecovery</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 60.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;recovery rate of impulse strength per second (impulse strength from 0.0:1.0). At 60fps a impulseRecovery=60.0 will recover in 1 frame</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseMinLeakage</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;the minimum amount of impulse leakage allowed</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;torqueMode</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0: Disabled | 1: character strength proportional (can reduce impulse amount) | 2: Additive (no reduction of impulse and not proportional to character strength)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;torqueSpinMode</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0: spin direction from impulse direction | 1: random direction | 2: direction flipped with each bullet (for burst effect)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;torqueFilterMode</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0: apply torque for every bullet | 1: only apply new torque if previous has finished | 2: Only apply new torque if its spin direction is different from previous torque</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;torqueAlwaysSpine3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;always apply torques to spine3 instead of actual part hit</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;torqueDelay</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;time from hit before torques are being applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;torquePeriod</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.120</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;duration of torque</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;torqueGain</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;4.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;multiplies impulse magnitude to arrive at torque that is applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;torqueCutoff</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;torqueReductionPerTick</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;liftGain</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of lift (directly multiplies torque axis to give lift force)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;counterImpulseDelay</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.033330</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;time after impulse is applied that counter impulse is applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;counterImpulseMag</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of the original impulse that is countered</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;counterAfterMagReached</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;doCounterImpulse</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;add a counter impulse to the pelvis</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;counterImpulse2Hips</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;amount of the counter impulse applied to hips - the rest is applied to the part originally hit</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseNoBalMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount to scale impulse by if the dynamicBalance is not OK. 1.0 means this functionality is not applied.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseBalStabStart</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;3.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseBalStabEnd</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;10.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseBalStabMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;100% LE Start to impulseBalStabMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseSpineAngStart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseSpineAngEnd</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseSpineAngMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;100% GE Start to impulseSpineAngMult*100% LT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseVelStart</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;100% LE Start to impulseVelMult*100% GT End. NB: Start LT End</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseVelEnd</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;4.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;100% LE Start to impulseVelMult*100% GT End. NB: Start LT End</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseVelMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;100% LE Start to impulseVelMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseAirMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseAirMultStart</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;100.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if impulse is above this value scale it by impulseAirMult</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseAirMax</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;100.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount to clamp impulse to if character is airborne and dynamicBalance is OK</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseAirApplyAbove</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;399.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseAirOn</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;scale and/or clamp impulse if the character is airborne and dynamicBalance is OK</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseOneLegMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseOneLegMultStart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;100.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if impulse is above this value scale it by impulseOneLegMult</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseOneLegMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;100.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;amount to clamp impulse to if character is contacting with one foot only and dynamicBalance is OK</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseOneLegApplyAbove</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;399.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseOneLegOn</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbRatio</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rbLowerShare</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;rigid body response is shared between the upper and lower body (rbUpperShare = 1-rbLowerShare). rbLowerShare=0.5 gives upper and lower share scaled by mass. i.e. if 70% ub mass and 30% lower mass then rbLowerShare=0.5 gives actualrbShare of 0.7ub and 0.3lb. rbLowerShare GT 0.5 scales the ub share down from 0.7 and the lb up from 0.3.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbMoment</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rbMaxTwistMomentArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Maximum twist arm moment of bullet applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbMaxBroomMomentArm</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Maximum broom((everything but the twist) arm moment of bullet applied</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rbRatioAirborne</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbMomentAirborne</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rbMaxTwistMomentArmAirborne</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if Airborne: Maximum twist arm moment of bullet applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbMaxBroomMomentArmAirborne</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if Airborne: Maximum broom((everything but the twist) arm moment of bullet applied</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rbRatioOneLeg</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbMomentOneLeg</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if only one leg in contact: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rbMaxTwistMomentArmOneLeg</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if only one leg in contact: Maximum twist arm moment of bullet applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbMaxBroomMomentArmOneLeg</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rbTwistAxis</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 1</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Twist axis 0=World Up, 1=CharacterCOM up</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbPivot</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if false pivot around COM always, if true change pivot depending on foot contact: to feet centre if both feet in contact, or foot position if 1 foot in contact or COM position if no feet in contact</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=configureBulletsExtra><h3><a href="#quicklink">configureBulletsExtra:</a></h3></a> configureBulletsExtra: This single message allows you to configure the way EXTRA bullets are applied to the character.<br>NB. Airborne and oneLeg modulation of forces only happen if the dynamicBalancer is trying to balance<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseSpreadOverParts</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;spreads impulse across parts. currently only for spine parts, not limbs.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulsePeriod</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;duration that impulse is spread over (triangular shaped)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseTorqueScale</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;An impulse applied at a point on a body equivalent to an impulse at the centre of the body and a torque. This parameter scales the torque component. (The torque component seems to be excite the rage looseness bug which sends the character in a sometimes wildly different direction to an applied impulse)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;loosenessFix</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Fix the rage looseness bug by applying only the impulse at the centre of the body unless it is a spine part then apply the twist component only of the torque as well.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseDelay</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;time from hit before impulses are being applied</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;torqueMode</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0: Disabled | 1: character strength proportional (can reduce impulse amount) | 2: Additive (no reduction of impulse and not proportional to character strength)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;torqueSpinMode</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0: spin direction from impulse direction | 1: random direction | 2: direction flipped with each bullet (for burst effect)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;torqueFilterMode</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0: apply torque for every bullet | 1: only apply new torque if previous has finished | 2: Only apply new torque if its spin direction is different from previous torque</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;torqueAlwaysSpine3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;always apply torques to spine3 instead of actual part hit</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;torqueDelay</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;time from hit before torques are being applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;torquePeriod</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.120</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;duration of torque</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;torqueGain</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;4.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;multiplies impulse magnitude to arrive at torque that is applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;torqueCutoff</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;torqueReductionPerTick</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;liftGain</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of lift (directly multiplies torque axis to give lift force)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;counterImpulseDelay</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.033330</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;time after impulse is applied that counter impulse is applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;counterImpulseMag</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of the original impulse that is countered</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;counterAfterMagReached</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;doCounterImpulse</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;add a counter impulse to the pelvis</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;counterImpulse2Hips</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;amount of the counter impulse applied to hips - the rest is applied to the part originally hit</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseNoBalMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount to scale impulse by if the dynamicBalance is not OK. 1.0 means this functionality is not applied.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseBalStabStart</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;3.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseBalStabEnd</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;10.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseBalStabMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;100% LE Start to impulseBalStabMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseSpineAngStart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseSpineAngEnd</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseSpineAngMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;100% GE Start to impulseSpineAngMult*100% LT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseVelStart</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;4.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;100% LE Start to impulseVelMult*100% GT End. NB: Start LT End</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseVelEnd</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;4.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;100% LE Start to impulseVelMult*100% GT End. NB: Start LT End</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseVelMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;100% LE Start to impulseVelMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseAirMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseAirMultStart</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;100.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if impulse is above this value scale it by impulseAirMult</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseAirMax</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;100.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount to clamp impulse to if character is airborne and dynamicBalance is OK</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseAirApplyAbove</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;399.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseAirOn</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;scale and/or clamp impulse if the character is airborne and dynamicBalance is OK</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseOneLegMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseOneLegMultStart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;100.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if impulse is above this value scale it by impulseOneLegMult</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseOneLegMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;100.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;amount to clamp impulse to if character is contacting with one foot only and dynamicBalance is OK</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impulseOneLegApplyAbove</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;399.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impulseOneLegOn</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbRatio</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rbLowerShare</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;rigid body response is shared between the upper and lower body (rbUpperShare = 1-rbLowerShare). rbLowerShare=0.5 gives upper and lower share scaled by mass. i.e. if 70% ub mass and 30% lower mass then rbLowerShare=0.5 gives actualrbShare of 0.7ub and 0.3lb. rbLowerShare GT 0.5 scales the ub share down from 0.7 and the lb up from 0.3.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbMoment</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rbMaxTwistMomentArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Maximum twist arm moment of bullet applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbMaxBroomMomentArm</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Maximum broom((everything but the twist) arm moment of bullet applied</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rbRatioAirborne</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbMomentAirborne</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rbMaxTwistMomentArmAirborne</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if Airborne: Maximum twist arm moment of bullet applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbMaxBroomMomentArmAirborne</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if Airborne: Maximum broom((everything but the twist) arm moment of bullet applied</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rbRatioOneLeg</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbMomentOneLeg</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if only one leg in contact: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rbMaxTwistMomentArmOneLeg</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if only one leg in contact: Maximum twist arm moment of bullet applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbMaxBroomMomentArmOneLeg</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rbTwistAxis</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 1</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Twist axis 0=World Up, 1=CharacterCOM up</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rbPivot</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if false pivot around COM always, if true change pivot depending on foot contact: to feet centre if both feet in contact, or foot position if 1 foot in contact or COM position if no feet in contact</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=configureLimits><h3><a href="#quicklink">configureLimits:</a></h3></a> configureLimits: Enable/disable/edit character limits in real time. This adjusts limits in RAGE-native space and will *not* reorient the joint.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;mask</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;fb</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value for joint limits to configure. Ignored if index != -1.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;enable</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If false, disable (set all to PI, -PI) limits.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;toDesired</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;If true, set limits to accommodate current desired angles</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;restore</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Return to cached defaults?</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;toCurAnimation</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;If true, set limits to the current animated limits</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;index</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Index of effector to configure. Set to -1 to use mask.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;lean1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.570796</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 3.141593</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Custom limit values to use if not setting limits to desired. Limits are RAGE-native, not NM-wrapper-native.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;lean2</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.570796</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 3.141593</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;twist</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.570796</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 3.141593</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;margin</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.196350</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 3.141593</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Joint limit margin to add to current animation limits when using those to set runtime limits.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=configureSoftLimit><h3><a href="#quicklink">configureSoftLimit:</a></h3></a> Acceleration-based spring-damper soft limit controller designed to operate on limbs 1dof joint.<br>Using it solves 1dof joint locking problem when elbows and knees are going straight when not being driven in NM ragdoll state.<br>Soft limit can be active at all times to keep the effector from ever being perfectly straight when they are not powered.<br>configureSoftLimits: This single message allows you to configure the soft limit for any of the character limbs.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;index</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 3</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Select limb that the soft limit is going to be applied to</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;15.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 30.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Stiffness of the soft limit. Parameter is used to calculate spring term that contributes to the desired acceleration.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;damping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.90 ... 1.10</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Damping of the soft limit. Parameter is used to calculate damper term that contributes to the desired acceleration. To have the system critically dampened set it to 1.0.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;limitAngle</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 6.283185</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Soft limit angle. Positive angle in RAD, measured relatively either from hard limit maxAngle (approach direction = -1) or minAngle (approach direction = 1). This angle will be clamped if outside the joint hard limit range.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;approachDirection</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1 ... 1</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Limit angle can be measured relatively to joints hard limit minAngle or maxAngle. Set approachDirection to +1 to measure soft limit angle relatively to hard limit minAngle that corresponds to the maximum stretch of the elbow. Set it to -1 to measure soft limit angle relatively to hard limit maxAngle that corresponds to the maximum stretch of the knee.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;velocityScaled</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Scale stiffness based on character angular velocity.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=configureShotInjuredArm><h3><a href="#quicklink">configureShotInjuredArm:</a></h3></a> configureShotInjuredArm: This single message allows you to configure the injured arm reaction during shot<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;injuredArmTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.250</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;length of the reaction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;hipYaw</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.80</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-2.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Amount of hip twist. (Negative values twist into bullet direction - probably not what is wanted)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;hipRoll</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-2.00 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Amount of hip roll</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;forceStepExtraHeight</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.070</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 0.70</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Additional height added to stepping foot</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;forceStep</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;force a step to be taken whether pushed out of balance or not</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stepTurn</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;turn the character using the balancer</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;velMultiplierStart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 20.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Start velocity where parameters begin to be ramped down to zero linearly</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;velMultiplierEnd</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;5.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00 ... 40.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;End velocity of ramp where parameters are scaled to zero</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;velForceStep</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.80</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 20.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Velocity above which a step is not forced</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;velStepTurn</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.80</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 20.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Velocity above which a stepTurn is not asked for</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;velScales</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Use the velocity scaling parameters. Tune for standing still then use velocity scaling to make sure a running character stays balanced (the turning tends to make the character fall over more at speed)</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=configureShotInjuredLeg><h3><a href="#quicklink">configureShotInjuredLeg:</a></h3></a> configureShotInjuredLeg: This single message allows you to configure the injured leg reaction during shot<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;timeBeforeCollapseWoundLeg</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;time before a wounded leg is set to be weak and cause the character to collapse</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legInjuryTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Leg inury duration (reaction to being shot in leg)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legForceStep</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;force a step to be taken whether pushed out of balance or not</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legLimpBend</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Bend the legs via the balancer by this amount if stepping on the injured leg. 0.2 seems a good default</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legLiftTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Leg lift duration (reaction to being shot in leg) (lifting happens when not stepping with other leg)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legInjury</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Leg injury - leg strength is reduced</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legInjuryHipPitch</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Leg injury bend forwards amount when not lifting leg</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legInjuryLiftHipPitch</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Leg injury bend forwards amount when lifting leg (lifting happens when not stepping with other leg)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legInjurySpineBend</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Leg injury bend forwards amount when not lifting leg</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legInjuryLiftSpineBend</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Leg injury bend forwards amount when lifting leg (lifting happens when not stepping with other leg)</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=defineAttachedObject><h3><a href="#quicklink">defineAttachedObject:</a></h3></a> defineAttachedObject: Call every frame to update the position of an attached object (eg gun) on the character.<br>This allows the balancer to balance properly with the extra weight.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;partIndex</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1 ... 21</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;index of part to attach to</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;objectMass</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;mass of the attached object</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;worldPos</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;world position of attached object's centre of mass. must be updated each frame.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=forceToBodyPart><h3><a href="#quicklink">forceToBodyPart:</a></h3></a> forceToBodyPart: Apply an impulse to a named body part<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;partIndex</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 28</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;part or link or bound index</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;force</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00, -50.00, 0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-100000.0 ... 100000.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;force to apply</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;forceDefinedInPartSpace</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=leanInDirection><h3><a href="#quicklink">leanInDirection:</a></h3></a> leanInDirection: Use in addition to any balance behaviour. Will lean and head in the specified direction<br>with a strength given by the leanAmount.<br>Note he won't only go in the direction the direction vector will be in addition to any<br>velocity he has (eg shot backwards).<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.200</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of lean, 0 to about 0.5. -ve will move away from the target.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dir</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00, 0.00, 1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;direction to lean in</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=leanRandom><h3><a href="#quicklink">leanRandom:</a></h3></a> leanRandom: Use in addition to any balance behaviour. Will lean and head in a random direction, by a random amount.<br>These change at a random time.<br>Note he won't only go in the direction the direction vector will be in addition to any<br>velocity he has (eg shot backwards).<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanAmountMin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.200</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;minimum amount of lean</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leanAmountMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.200</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;maximum amount of lean</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;changeTimeMin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 20.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;min time until changing direction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;changeTimeMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 20.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;maximum time until changing direction</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=leanToPosition><h3><a href="#quicklink">leanToPosition:</a></h3></a> leanToPosition: To use on any balance behaviour (eg body_balance / shot).<br>The character will lean and head horizontally towards a<br>position in space with a strength specified by the leanAmount.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.200</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.50 ... 0.50</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of lean, 0 to about 0.5. -ve will move away from the target.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;pos</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;position to head towards</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=leanTowardsObject><h3><a href="#quicklink">leanTowardsObject:</a></h3></a> leanTowardsObject: To use on any balance behaviour (eg body_balance / shot).<br>The character will lean and head horizontally towards an object defined by the level<br>index in 'instanceIndex', the position of which is offseted.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.200</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.50 ... 0.50</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of lean, 0 to about 0.5. -ve will move away from the target.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;offset</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-100.0 ... 100.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;offset from instance position added when calculating position to lean to</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;instanceIndex</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;levelIndex of object to lean towards</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;boundIndex</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;boundIndex of object to lean towards (0 = just use instance coordinates)</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=hipsLeanInDirection><h3><a href="#quicklink">hipsLeanInDirection:</a></h3></a> hipsLeanInDirection: Use in addition to any balance behaviour. Will lean from the hips in a specified direction<br>with a strength given by the leanAmount.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.200</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of lean, 0 to about 0.5. -ve will move away from the target.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dir</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00, 0.00, 1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;direction to lean in</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=hipsLeanRandom><h3><a href="#quicklink">hipsLeanRandom:</a></h3></a> hipsLeanRandom: Use in addition to any balance behaviour. Will lean from the hips by a random amount and in a random direction.<br>These change at a random time.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanAmountMin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.300</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;minimum amount of lean</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leanAmountMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.400</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;maximum amount of lean</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;changeTimeMin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 20.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;min time until changing direction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;changeTimeMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;4.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 20.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;maximum time until changing direction</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=hipsLeanToPosition><h3><a href="#quicklink">hipsLeanToPosition:</a></h3></a> hipsLeanToPosition: To use on any balance behaviour (eg body_balance / shot).<br>The character will lean at the hips towards a<br>position in space with a strength specified by the leanAmount.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.200</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.50 ... 0.50</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of lean, 0 to about 0.5. -ve will move away from the target.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;pos</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;position to head towards</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=hipsLeanTowardsObject><h3><a href="#quicklink">hipsLeanTowardsObject:</a></h3></a> hipsLeanTowardsObject: To use on any balance behaviour (eg body_balance / shot).<br>The character will lean at the hips towards an object defined by the level<br>index in 'instanceIndex', the position of which is offseted.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.200</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.50 ... 0.50</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of lean, 0 to about 0.5. -ve will move away from the target.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;offset</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-100.0 ... 100.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;offset from instance position added when calculating position to lean to</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;instanceIndex</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;levelIndex of object to lean hips towards</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;boundIndex</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;boundIndex of object to lean hips towards (0 = just use instance coordinates)</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=forceLeanInDirection><h3><a href="#quicklink">forceLeanInDirection:</a></h3></a> forceLeanInDirection: Use in addition to any balance behaviour. Will head in the specified direction (pushed by a force at the hips)<br>with a strength given by the leanAmount.<br>Note he won't only go in the direction the direction vector will be in addition to any<br>velocity he has (eg shot backwards).<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.200</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of lean, 0 to about 0.5. -ve will move away from the target.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dir</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00, 0.00, 1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;direction to lean in</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bodyPart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 21</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;body part that the force is applied to</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=forceLeanRandom><h3><a href="#quicklink">forceLeanRandom:</a></h3></a> forceLeanRandom: Use in addition to any balance behaviour. Will head in a random direction, by a random amount (pushed by a force at the hips).<br>These change at a random time.<br>Note he won't only go in the direction the direction vector will be in addition to any<br>velocity he has (eg shot backwards).<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanAmountMin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.300</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;minimum amount of lean</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leanAmountMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.400</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;maximum amount of lean</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;changeTimeMin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 20.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;min time until changing direction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;changeTimeMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;4.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 20.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;maximum time until changing direction</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bodyPart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 21</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;body part that the force is applied to</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=forceLeanToPosition><h3><a href="#quicklink">forceLeanToPosition:</a></h3></a> forceLeanToPosition: To use on any balance behaviour (eg body_balance / shot).<br>The character will head (pushed by a force at the hips) towards a<br>position in space with a strength specified by the leanAmount.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.200</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.50 ... 0.50</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of lean, 0 to about 0.5. -ve will move away from the target.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;pos</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;position to head towards</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bodyPart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 21</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;body part that the force is applied to</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=forceLeanTowardsObject><h3><a href="#quicklink">forceLeanTowardsObject:</a></h3></a> forceLeanTowardsObject: To use on any balance behaviour (eg body_balance / shot).<br>The character will will head (pushed by a force at the hips) towards an object defined by the level<br>index in 'instanceIndex', the position of which is offseted.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.200</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.50 ... 0.50</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of lean, 0 to about 0.5. -ve will move away from the target.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;offset</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-100.0 ... 100.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;offset from instance position added when calculating position to lean to</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;instanceIndex</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;levelIndex of object to move towards</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;boundIndex</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;boundIndex of object to move towards (0 = just use instance coordinates)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bodyPart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 21</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;body part that the force is applied to</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=setStiffness><h3><a href="#quicklink">setStiffness:</a></h3></a> setStiffness: Use this message to manually set the body stiffness values -<br>before using Active Pose to drive to an animated pose, for example.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bodyStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;12.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.0 ... 20.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness of whole character</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;damping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;damping amount, less is underdamped</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;mask</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;fb</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values)</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=setMuscleStiffness><h3><a href="#quicklink">setMuscleStiffness:</a></h3></a> setMuscleStiffness: Use this message to manually set the muscle stiffness values -<br>before using Active Pose to drive to an animated pose, for example.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;muscleStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 20.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;muscle stiffness of joint/s</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;mask</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;fb</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values)</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=setWeaponMode><h3><a href="#quicklink">setWeaponMode:</a></h3></a> setWeaponMode: Use this message to set the character's weapon mode. This is an alternative<br>to the setWeaponMode public function.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;weaponMode</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;5</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1 ... 6</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Weapon mode. kNone = -1, kPistol = 0, kDual = 1, kRifle = 2, kSidearm = 3, kPistolLeft = 4, kPistolRight = 5. See WeaponMode enum in NmRsUtils.h and -1 from that.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=registerWeapon><h3><a href="#quicklink">registerWeapon:</a></h3></a> registerWeapon: Use this message to register weapon. This is an alternative<br>to the registerWeapon public function.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;hand</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 1</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;What hand the weapon is in. LeftHand = 0, RightHand = 1</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;levelIndex</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Level index of the weapon</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;constraintHandle</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;pointer to the hand-gun constraint handle</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;gunToHandA</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00, 0.00, 0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;A vector of the gunToHand matrix. The gunToHandMatrix is the desired gunToHandMatrix in the aimingPose. (The gunToHandMatrix when pointGun starts can be different so will be blended to this desired one)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;gunToHandB</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00, 1.00, 0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;B vector of the gunToHand matrix</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;gunToHandC</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00, 0.00, 1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;C vector of the gunToHand matrix</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;gunToHandD</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00, 0.00, 0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;D vector of the gunToHand matrix</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;gunToMuzzleInGun</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Gun centre to muzzle expressed in gun co-ordinates. To get the line of sight/barrel of the gun. Assumption: the muzzle direction is always along the same primary axis of the gun.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;gunToButtInGun</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Gun centre to butt expressed in gun co-ordinates. The gun pivots around this point when aiming</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=shotRelax><h3><a href="#quicklink">shotRelax:</a></h3></a> shotRelax: This message should be called during the body shot, at the point where he is dying and should fall to the floor.<br>The character will relax over a short time period, and fall to the floor.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;relaxPeriodUpper</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 40.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;time over which to relax to full relaxation for upper body</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;relaxPeriodLower</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.400</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 40.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;time over which to relax to full relaxation for lower body</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=fireWeapon><h3><a href="#quicklink">fireWeapon:</a></h3></a> fireWeapon: One shot message apply a force to the hand as we fire the gun that should be in this hand<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;firedWeaponStrength</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1000.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 10000.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The force of the gun.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;gunHandEnum</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 1</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Which hand in the gun in, 0 = left, 1 = right.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;applyFireGunForceAtClavicle</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Should we apply some of the force at the shoulder. Force double handed weapons (Ak47 etc).</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;inhibitTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Minimum time before next fire impulse</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;direction</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;direction of impulse in gun frame</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;split</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Split force between hand and clavicle when applyFireGunForceAtClavicle is true. 1 = all hand, 0 = all clavicle.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=configureConstraints><h3><a href="#quicklink">configureConstraints:</a></h3></a> configureConstraints: One shot to give state of constraints on character and response to constraints<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;handCuffs</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;handCuffsBehindBack</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;not implemented</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legCuffs</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;not implemented</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rightDominant</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;passiveMode</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 5</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0 setCurrent, 1= IK to dominant, (2=pointGunLikeIK //not implemented)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;bespokeBehaviour</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;not implemented</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;blend2ZeroPose</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Blend Arms to zero pose</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=stayUpright><h3><a href="#quicklink">stayUpright:</a></h3></a> stayUpright: This soft constraint keeps the character on his feet (even when airborne).<br>Use in addition to dynamicBalancer, for better stability.<br>Add to balance behaviours such as shot and brace for impact if necessary.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useForces</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;enable force based constraint</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useTorques</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;enable torque based constraint</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;lastStandMode</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Uses position/orientation control on the spine and drifts in the direction of bullets. This ignores all other stayUpright settings.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;lastStandSinkRate</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;The sink rate (higher for a faster drop).</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;lastStandHorizDamping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Higher values for more damping</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;lastStandMaxTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 5.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Max time allowed in last stand mode</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;turnTowardsBullets</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Use cheat torques to face the direction of bullets if not facing too far away</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;velocityBased</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;make strength of constraint function of COM velocity. Uses -1 for forceDamping if the damping is positive.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;torqueOnlyInAir</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;only apply torque based constraint when airBorne</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;forceStrength</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;3.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;strength of constraint</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;forceDamping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 50.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;damping in constraint: -1 makes it scale automagically with forceStrength. Other negative values will scale this automagic damping.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;forceFeetMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;multiplier to the force applied to the feet</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;forceSpine3Share</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;share of pelvis force applied to spine3</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;forceLeanReduction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;how much the character lean is taken into account when reducing the force.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;forceInAirShare</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;share of the feet force to the airborne foot</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;forceMin</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;when min and max are greater than 0 the constraint strength is determined from character strength, scaled into the range given by min and max</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;forceMax</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;see above</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;forceSaturationVel</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;4.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;when in velocityBased mode, the COM velocity at which constraint reaches maximum strength (forceStrength)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;forceThresholdVel</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 5.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;when in velocityBased mode, the COM velocity above which constraint starts applying forces</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;torqueStrength</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;strength of torque based constraint</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;torqueDamping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;damping of torque based constraint</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;torqueSaturationVel</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;4.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;when in velocityBased mode, the COM velocity at which constraint reaches maximum strength (torqueStrength)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;torqueThresholdVel</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 5.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;when in velocityBased mode, the COM velocity above which constraint starts applying torques</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;supportPosition</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-2.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;distance the foot is behind Com projection that is still considered able to generate the support for the upright constraint</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;noSupportForceMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;still apply this fraction of the upright constaint force if the foot is not in a position (defined by supportPosition) to generate the support for the upright constraint</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stepUpHelp</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;strength of cheat force applied upwards to spine3 to help the character up steps/slopes</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stayUpAcc</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;How much the cheat force takes into account the acceleration of moving platforms</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stayUpAccMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;5.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 15.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;The maximum floorAcceleration (of a moving platform) that the cheat force takes into account</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=stopAllBehaviours><h3><a href="#quicklink">stopAllBehaviours:</a></h3></a> stopAllBehaviours: Send this message to immediately stop all behaviours from executing.<br><br></p>
<p><table class="stat" width = 100%>
</table>
</p><br><HR><br>
<p><A name=setCharacterStrength><h3><a href="#quicklink">setCharacterStrength:</a></h3></a> setCharacterStrength: Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1]<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;characterStrength</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;strength of character</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=setCharacterHealth><h3><a href="#quicklink">setCharacterHealth:</a></h3></a> setCharacterHealth: Sets character's health on the dead-to-alive scale: [0..1]<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;characterHealth</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;health of character</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=setFallingReaction><h3><a href="#quicklink">setFallingReaction:</a></h3></a> setFallingReaction: Sets the type of reaction if catchFall is called<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;handsAndKnees</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;set to true to get handsAndKnees catchFall if catchFall called. If true allows the dynBalancer to stay on during the catchfall and modifies the catch fall to give a more alive looking performance (hands and knees for front landing or sitting up for back landing)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;callRDS</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If true catchFall will call rollDownstairs if comVel GT comVelRDSThresh - prevents excessive sliding in catchFall. Was previously only true for handsAndKnees</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;comVelRDSThresh</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 20.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;comVel above which rollDownstairs will start - prevents excessive sliding in catchFall</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;resistRolling</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;For rds catchFall only: True to resist rolling motion (rolling motion is set off by ub contact and a sliding velocity), false to allow more of a continuous rolling (rolling motion is set off at a sliding velocity)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armReduceSpeed</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Strength is reduced in the catchFall when the arms contact the ground. 0.2 is good for handsAndKnees. 2.5 is good for normal catchFall, anything lower than 1.0 for normal catchFall may lead to bad catchFall poses.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;reachLengthMultiplier</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.30 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Reach length multiplier that scales characters arm topological length, value in range from (0, 1 GT where 1.0 means reach length is maximum.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;inhibitRollingTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Time after hitting ground that the catchFall can call rds</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;changeFrictionTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Time after hitting ground that the catchFall can change the friction of parts to inhibit sliding</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;groundFriction</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;8.0 was used on yanked) Friction multiplier on bodyParts when on ground. Character can look too slidy with groundFriction = 1. Higher values give a more jerky reation but this seems timestep dependent especially for dragged by the feet.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;frictionMin</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Min Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better. Applied in catchFall and rollUp(rollDownStairs)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;frictionMax</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;9999.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Max Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better. Applied in catchFall and rollUp(rollDownStairs)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stopOnSlopes</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Apply tactics to help stop on slopes.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stopManual</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Override slope value to manually force stopping on flat ground. Encourages character to come to rest face down or face up.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stoppedStrengthDecay</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;5.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 20.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Speed at which strength reduces when stopped.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;spineLean1Offset</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Bias spine post towards hunched (away from arched).</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;riflePose</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Hold rifle in a safe position to reduce complications with collision. Only applied if holding a rifle</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;hkHeadAvoid</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Enable head ground avoidance when handsAndKnees is true.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;antiPropClav</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Discourage the character getting stuck propped up by elbows when falling backwards - by inhibiting backwards moving clavicles (keeps the arms slightly wider)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;antiPropWeak</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Discourage the character getting stuck propped up by elbows when falling backwards - by weakening the arms as soon they hit the floor. (Also stops the hands lifting up when flat on back)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;headAsWeakAsArms</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Head weakens as arms weaken. If false and antiPropWeak when falls onto back doesn't loosen neck so early (matches bodyStrength instead)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;successStrength</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.30 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;When bodyStrength is less than successStrength send a success feedback - DO NOT GO OUTSIDE MIN/MAX PARAMETER VALUES OTHERWISE NO SUCCESS FEEDBACK WILL BE SENT</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=setCharacterUnderwater><h3><a href="#quicklink">setCharacterUnderwater:</a></h3></a> setCharacterUnderwater: Sets viscosity applied to damping limbs<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;underwater</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;is character underwater?</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;viscosity</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 100.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;viscosity applied to character's parts</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;gravityFactor</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-10.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;gravity factor applied to character</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stroke</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1000.00 ... 1000.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;swimming force applied to character as a function of handVelocity and footVelocity</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;linearStroke</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;swimming force (linearStroke=true,False) = (f(v),f(v*v))</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=setCharacterCollisions><h3><a href="#quicklink">setCharacterCollisions:</a></h3></a> setCharacterCollisions:<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;spin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;sliding friction turned into spin 80.0 (used in demo videos) good for rest of default params below. If 0.0 then no collision enhancement</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;maxVelocity</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;8.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;torque = spin*(relative velocity) up to this maximum for relative velocity</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;applyToAll</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;applyToSpine</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;applyToThighs</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;applyToClavicles</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;applyToUpperArms</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;footSlip</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;allow foot slipping if collided</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;vehicleClass</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;15</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 100</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;ClassType of the object against which to enhance the collision. All character vehicle interaction (e.g. braceForImpact glancing spins) relies on this value so EDIT WISELY. If it is used for things other than vehicles then NM should be informed.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=setCharacterDamping><h3><a href="#quicklink">setCharacterDamping:</a></h3></a> setCharacterDamping: Damp out cartwheeling and somersaulting above a certain threshold<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;somersaultThresh</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;34.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 200.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Somersault AngularMomentum measure above which we start damping - try 34.0. Falling over straight backwards gives 54 on hitting ground.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;somersaultDamp</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Amount to damp somersaulting by (spinning around left/right axis) - try 0.45</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;cartwheelThresh</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;27.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 200.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Cartwheel AngularMomentum measure above which we start damping - try 27.0</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;cartwheelDamp</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Amount to damp somersaulting by (spinning around front/back axis) - try 0.8</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;vehicleCollisionTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1000.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Time after impact with a vehicle to apply characterDamping. -ve values mean always apply whether collided with vehicle or not. =0.0 never apply. =timestep apply for only that frame. A typical roll from being hit by a car lasts about 4secs.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;v2</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If true damping is proportional to Angular momentum squared. If false proportional to Angular momentum</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=setFrictionScale><h3><a href="#quicklink">setFrictionScale:</a></h3></a> setFrictionScale:<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;scale</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Friction scale to be applied to parts in mask.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;globalMin</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1000000.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Character-wide minimum impact friction. Affects all parts (not just those in mask).</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;globalMax</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;999999.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1000000.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Character-wide maximum impact friction. Affects all parts (not just those in mask).</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;mask</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;fb</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values)</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=animPose><h3><a href="#quicklink">animPose:</a></h3></a> animPose: This will take any animation currently set as the incoming transforms of the agent and drive the<br>character to the pose defined therein.<br>You can choose to have the animPose override the Headlook/PointArm/PointGun behaviours if the animPose<br>mask includes (all) neck and head/ua,ul,ur/ua,ul,ur respectively.<br>The mask value determines which effector sets will be modified. Specifying 'fb' or no mask value will cause the effect to be applied to the whole character.<br>Otherwise, specify 'l' or 'u' for the first character to mask off to just lower or upper body parts. Then, you can specify the following for the second character:<br>When the first character is 'u', the second parameter can be:<br>* 'c' = just clavicles<br>* 'l' = left arm only<br>* 'r' = right arm only<br>* 'a' = both arms and clavicles<br>* 's' = just spine<br>* 't' = torso only, eg. spine & arms and Clavicles<br>* 'k' = trunk only, eg. spine & head<br>* 'n' = neck and head<br>* 'b' = everything<br>* 'w' = wrists<br>when the first character is 'l', the second parameter can be:<br>* 'l' = just left leg<br>* 'r' = just right leg<br>* 'b' = both legs<br>note that the characters should be lower-case.<br><br>TickOrderException: can overide Headlook, PointArm and PointGun.<br>Muscle parameters and gravity compensation can be set by animPose or by other behaviours<br>BodyParts: Whole body maskable<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;muscleStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.10 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;muscleStiffness of masked joints. -values mean don't apply (just use defaults or ones applied by behaviours - safer if you are going to return to a behaviour)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.10 ... 16.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;stiffness of masked joints. -ve values mean don't apply stiffness or damping (just use defaults or ones applied by behaviours). If you are using animpose fullbody on its own then this gives the opprtunity to use setStffness and setMuscleStiffness messages to set up the character's muscles. mmmmtodo get rid of this -ve</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;damping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;damping of masked joints</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;effectorMask</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;ub</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;overideHeadlook</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;overide Headlook behaviour (if animPose includes the head)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;overidePointArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;overide PointArm behaviour (if animPose includes the arm/arms)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;overidePointGun</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;overide PointGun behaviour (if animPose includes the arm/arms)//mmmmtodo not used at moment</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useZMPGravityCompensation</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If true then modify gravity compensation based on stance (can reduce gravity compensation to zero if cofm is outside of balance area)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;gravityCompensation</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 14.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;gravity compensation applied to joints in the effectorMask. If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;muscleStiffnessLeftArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;muscle stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;muscleStiffnessRightArm</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;muscle stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;muscleStiffnessSpine</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;muscle stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;muscleStiffnessLeftLeg</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;muscle stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;muscleStiffnessRightLeg</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;muscle stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stiffnessLeftArm</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 16.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stiffnessRightArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 16.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stiffnessSpine</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 16.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stiffnessLeftLeg</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 16.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stiffnessRightLeg</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 16.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dampingLeftArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;damping applied to left arm (applied after stiffness). If stiffness -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;dampingRightArm</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;damping applied to right arm (applied after stiffness). If stiffness -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dampingSpine</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;damping applied to spine (applied after stiffness). If stiffness-ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;dampingLeftLeg</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;damping applied to left leg (applied after stiffness). If stiffness-ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dampingRightLeg</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;damping applied to right leg (applied after stiffness). If stiffness -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;gravCompLeftArm</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 14.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;gravity compensation applied to left arm (applied after gravityCompensation). If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;gravCompRightArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 14.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;gravity compensation applied to right arm (applied after gravityCompensation). If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;gravCompSpine</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 14.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;gravity compensation applied to spine (applied after gravityCompensation). If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;gravCompLeftLeg</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 14.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;gravity compensation applied to left leg (applied after gravityCompensation). If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;gravCompRightLeg</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 14.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;gravity compensation applied to right leg (applied after gravityCompensation). If -ve then not applied (use current setting)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;connectedLeftHand</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1 ... 2</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Is the left hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;connectedRightHand</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Is the right hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;connectedLeftFoot</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-2</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-2 ... 2</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Is the left foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide), -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;connectedRightFoot</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-2</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-2 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Is the right foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide),-1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;animSource</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;ART::kITSourceCurrent</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;ART::kITSourceCurrent ... ART::KITSourceCount-1</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;AnimSource 0 = CurrentItms, 1 = PreviousItms, 2 = AnimItms</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;dampenSideMotionInstanceIndex</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;LevelIndex of object to dampen side motion relative to. -1 means not used.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=armsWindmill><h3><a href="#quicklink">armsWindmill:</a></h3></a> armsWindmill: Arms pedaling motion with target ellipses of arbitrary orientation.<br>Things to know: the orientation of an ellipse is defined by rotations around the axes of its local TM, which is initially taken<br>to be the TM of the part whose ID is given. The x-Axis is the ellipse's normal, and y-Axis/z-Axis are the major and minor axes<br>respectively. By default (or when all components of the rotation are 0) the normal of the ellipse points straight out the<br>side of a character. From that starting pose, first a y-rotation is applied, rotating the circle around its vertical axis,<br>followed by a z-rotation, controlling how parallel to the floor the ellipse is. Finally an x-rotation twists the ellipse<br>around its normal.<br>To simplify things a mirror-mode can be enabled such that only one orientation has to be specified. In that case,<br>the right ellipse will either be symmetrically mirrored from the left around the body's vertical plane (mode=1),<br>or will be exactly parallel to the left (mode=2).<br>Also, an adaptive mode can be enabled, in which case the arms rotate depending on the character's rotation around the<br>somersault axis. In mode=1, only the direction of rotation changes. Mode=2 makes the speed proportional to the characters<br>current angular rotation and mode=3 adds modulation of arm strengths, allowing for loose limbs when character has low angular<br>rotation.<br>BodyParts: Left and/or right arms (including clavicles)<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leftPartID</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 21</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;ID of part that the circle uses as local space for positioning</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leftRadius1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.750</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;radius for first axis of ellipse</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leftRadius2</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.750</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;radius for second axis of ellipse</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leftSpeed</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-2.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;speed of target around the circle</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leftNormal</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00, 0.20, 0.20</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Euler Angles orientation of circle in space of part with part ID</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leftCentre</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00, 0.50, -0.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;centre of circle in the space of partID</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rightPartID</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 21</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;ID of part that the circle uses as local space for positioning</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rightRadius1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.750</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;radius for first axis of ellipse</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rightRadius2</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.750</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;radius for second axis of ellipse</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rightSpeed</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-2.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;speed of target around the circle</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rightNormal</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00, -0.20, -0.20</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Euler Angles orientation of circle in space of part with part ID</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rightCentre</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00, -0.50, -0.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;centre of circle in the space of partID</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;shoulderStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;12.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00 ... 16.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Stiffness applied to the shoulders</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;shoulderDamping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Damping applied to the shoulders</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;elbowStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;12.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00 ... 16.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Stiffness applied to the elbows</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;elbowDamping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Damping applied to the elbows</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leftElbowMin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.70</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Minimum left elbow bend</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rightElbowMin</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.70</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Minimum right elbow bend</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;phaseOffset</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-360.00 ... 360.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;phase offset(degrees) when phase synchronization is turned on.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dragReduction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;how much to compensate for movement of character/target</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;IKtwist</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-3.141593 ... 3.141593</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;angle of elbow around twist axis ?</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;angVelThreshold</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;value of character angular speed above which adaptive arm motion starts</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;angVelGain</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;multiplies angular speed of character to get speed of arms</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;mirrorMode</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0: circle orientations are independent, 1: they mirror each other, 2: they're parallel (leftArm parmeters are used)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;adaptiveMode</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 3</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0:not adaptive, 1:only direction, 2: dir and speed, 3: dir, speed and strength</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;forceSync</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;toggles phase synchronization</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useLeft</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Use the left arm</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useRight</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Use the right arm</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;disableOnImpact</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;If true, each arm will stop windmilling if it hits the ground</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=armsWindmillAdaptive><h3><a href="#quicklink">armsWindmillAdaptive:</a></h3></a> armsWindmillAdaptive: Wave the arms around in a windmilling motion; this behaviour rotates the arms based on which way the character is rotating.<br>BodyParts: Maskable. Left and/or right arms (including clavicles) and/or(setBackAngles) spine l1=0,l2=0,twistVariable and/or neck just twist<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;angSpeed</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.280</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10 ... 10.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Controls the speed of the windmilling</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;bodyStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;11.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Controls how stiff the rest of the body is</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;amplitude</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.600</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Controls how large the motion is, higher values means the character waves his arms in a massive arc</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;phase</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-4.0 ... 8.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Set to a non-zero value to desynchronise the left and right arms motion.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;14.140</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;How stiff the arms are controls how pronounced the windmilling motion appears</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leftElbowAngle</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 6.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If not negative then left arm will blend to this angle</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rightElbowAngle</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 6.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;If not negative then right arm will blend to this angle</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;lean1mult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0 arms go up and down at the side. 1 circles. 0..1 elipse</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;lean1offset</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-6.0 ... 6.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0.f centre of circle at side.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;elbowRate</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 6.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;rate at which elbow tries to match *ElbowAngle</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armDirection</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1 ... 1</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Arm circling direction. -1 = Backwards, 0 = Adaptive, 1 = Forwards</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;disableOnImpact</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If true, each arm will stop windmilling if it hits the ground</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;setBackAngles</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;If true, back angles will be set to compliment arms windmill</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useAngMom</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If true, use angular momentum about com to choose arm circling direction. Otherwise use com angular velocity</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bendLeftElbow</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;If true, bend the left elbow to give a stuntman type scramble look</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;bendRightElbow</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If true, bend the right elbow to give a stuntman type scramble look</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;mask</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;ub</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values)</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=balancerCollisionsReaction><h3><a href="#quicklink">balancerCollisionsReaction:</a></h3></a> balancerCollisionsReaction: React to collisions in the environment<br>Spins if contacts walls at a shallow angle<br>Leans backwards against walls and tries to stabilise then slumps down wall<br>Leans forwars against walls and tries to push away from them<br>Slumps forward over tables<br>Rolls backwards onto tables<br>Falls over walls<br>BEHAVIOURS CALLED: BodyFoetal, Catchfall, RollDownStairs, FallOverWall, Flinch<br>BEHAVIOURS MODIFIED: DynamicBalancer<br>BodyParts: Whole body<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;numStepsTillSlump</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;4</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Begin slump and stop stepping after this many steps</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stable2SlumpTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Time after becoming stable leaning against a wall that slump starts</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;exclusionZone</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.2</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Steps are ihibited to not go closer to the wall than this (after impact).</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;footFrictionMultStart</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 4.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Friction multiplier applied to feet when slump starts</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;footFrictionMultRate</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 50.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;backFrictionMultStart</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 4.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Friction multiplier applied to back when slump starts</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;backFrictionMultRate</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 50.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impactLegStiffReduction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;3.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Reduce the stiffness of the legs by this much as soon as an impact is detected</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;slumpLegStiffReduction</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Reduce the stiffness of the legs by this much as soon as slump starts</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;slumpLegStiffRate</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;8.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 50.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Rate at which the stiffness of the legs is reduced during slump</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;reactTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Time that the character reacts to the impact with ub flinch and writhe</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impactExagTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Time that the character exaggerates impact with spine</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;glanceSpinTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.5</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Duration that the glance torque is applied for</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;glanceSpinMag</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;50.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1000.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Magnitude of the glance torque</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;glanceSpinDecayMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;multiplier used when decaying torque spin over time</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ignoreColWithIndex</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-2</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-2 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;used so impact with the character that is pushing you over doesn't set off the behaviour</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;slumpMode</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0=Normal slump(less movement then slump and movement LT small), 1=fast slump, 2=less movement then slump</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;reboundMode</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 3</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0=fall2knees/slump if shot not running, 1=stumble, 2=slump, 3=restart</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;ignoreColMassBelow</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;20.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 1000.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;collisions with non-fixed objects with mass below this will not set this behaviour off (e.g. ignore guns)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;forwardMode</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 1</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0=slump, 1=fallToKnees if shot is running, otherwise slump</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;timeToForward</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;time after a forwards impact before forwardMode is called (leave sometime for a rebound or brace - the min of 0.1 is to ensure fallOverWall can start although it probably needs only 1or2 frames for the probes to return)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;reboundForce</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if forwards impact only: cheat force to try to get the character away from the wall. 3 is a good value.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;braceWall</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Brace against wall if forwards impact(at the moment only if bodyBalance is running/in charge of arms)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ignoreColVolumeBelow</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 1000.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;collisions with non-fixed objects with volume below this will not set this behaviour off</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fallOverWallDrape</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;use fallOverWall as the main drape reaction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fallOverHighWalls</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;trigger fall over wall if hit up to spine2 else only if hit up to spine1</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snap</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Add a Snap to when you hit a wall to emphasize the hit.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapMag</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-0.60</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-10.00 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;The magnitude of the snap reaction</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snapDirectionRandomness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapLeftArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;snap the leftArm.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snapRightArm</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;snap the rightArm.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapLeftLeg</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;snap the leftLeg.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snapRightLeg</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;snap the rightLeg.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapSpine</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;snap the spine.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snapNeck</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;snap the neck.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapPhasedLegs</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Legs are either in phase with each other or not</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snapHipType</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;type of hip reaction 0=none, 1=side2side 2=steplike</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;unSnapInterval</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.010</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 100.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Interval before applying reverse snap</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;unSnapRatio</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 100.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The magnitude of the reverse snap</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapUseTorques</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;use torques to make the snap otherwise use a change in the parts angular velocity</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impactWeaknessZeroDuration</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;duration for which the character's upper body stays at minimum stiffness (not quite zero)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;impactWeaknessRampDuration</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.010</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.010 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;duration of the ramp to bring the character's upper body stiffness back to normal levels</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;impactLoosenessAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;how loose the character is on impact. between 0 and 1</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;objectBehindVictim</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;detected an object behind a shot victim in the direction of a bullet?</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;objectBehindVictimPos</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;the intersection pos of a detected object behind a shot victim in the direction of a bullet</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;objectBehindVictimNormal</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;the normal of a detected object behind a shot victim in the direction of a bullet</td>
</tr>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(220, 180, 30);" width = 15%><b>&nbsp;Feedback Type</b></td>
<td style="background-color: rgb(220, 180, 30);" width = 20%><b>&nbsp;Feedback Name</b></td>
<td style="background-color: rgb(220, 180, 30);" ><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;event</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;balanceState</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Sent when the state changes.
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;balanceState</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 0, type = int. BalanceState
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;balanceState</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 0, value = 0. name = bal_Normal: normal balancer state
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;balanceState</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 0, value = 1. name = bal_Impact: an impact has occurred
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;balanceState</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 0, value = 2. name = bal_LeanAgainst: Lean Against (sideways or backwards)
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;balanceState</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 0, value = 3. name = bal_LeanAgainstStable: Lean Against is stable - slump now or let the game recover to animation
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;balanceState</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 0, value = 4. name = bal_Slump: slide down wall or just fall over
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;balanceState</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 0, value = 5. name = bal_GlancingSpin: Hit object at an angle therefore emphasize by adding some spin
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;balanceState</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 0, value = 6. name = bal_Rebound: Moving away from impact - reduce strength and stop stepping soon
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;balanceState</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 0, value = 7. name = bal_Trip: Used to stop stepping - e.g. after a predetermined number of steps after impact
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;balanceState</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 0, value = 8. name = bal_Drape: iHit a table or something low - do a loose catchfall then rollup
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;balanceState</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 0, value = 9. name = bal_DrapeForward: Hit a table or something low - do a loose catchfall then rollup
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;balanceState</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 0, value = 10. name = bal_DrapeGlancingSpin: Hit a table or something low at an angle - add some spin
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;balanceState</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 0, value = 11. name = bal_Draped: Triggered when balancer fails naturally during a drape or drapeGlancing spin or at end of drape (as drape can force the balancer to fail without the balancer assuming draped)
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;balanceState</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 0, value = 12. name = bal_End: balancerCollisionsReaction no longer needed
</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=bodyBalance><h3><a href="#quicklink">bodyBalance:</a></h3></a> bodyBalance: This provides a generic balancing behaviour; the lower body takes care of stepping and stabilizing the character, while the upper body provides a standard swinging-arms motion. This behaviour is zero-pose aware and will revert back to the pose (if set) when stable / unmoving.<br><br>BEHAVIOURS CALLED: Catchfall. Headlook,<br>BEHAVIOURS REFERENCED: BalancerCollisionsReaction<br>BEHAVIOURS MODIFIED: DynamicBalancer<br>BodyParts: Whole body<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;9.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;NB. WAS m_bodyStiffness ClaviclesStiffness=9.0f</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;elbow</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.9</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 4.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;How much the elbow swings based on the leg movement</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;shoulder</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 4.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;How much the shoulder(lean1) swings based on the leg movement</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armDamping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.7</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;NB. WAS m_damping NeckDamping=1 ClaviclesDamping=1</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useHeadLook</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;enable and provide a look-at target to make the character's head turn to face it while balancing</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;headLookPos</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;position of thing to look at</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;headLookInstanceIndex</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;level index of thing to look at</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;spineStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;10.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;somersaultAngle</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;multiplier of the somersault 'angle' (lean forward/back) for arms out (lean2)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;somersaultAngleThreshold</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.25</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Amount of somersault 'angle' before m_somersaultAngle is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;sideSomersaultAngle</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Amount of side somersault 'angle' before sideSomersault is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;sideSomersaultAngleThreshold</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.25</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;backwardsAutoTurn</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Automatically turn around if moving backwards</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;turnWithBumpRadius</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0.9 is a sensible value. If pusher within this distance then turn to get out of the way of the pusher</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;backwardsArms</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Bend elbows, relax shoulders and inhibit spine twist when moving backwards</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;blendToZeroPose</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Blend upper body to zero pose as the character comes to rest. If false blend to a stored pose</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armsOutOnPush</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Put arms out based on lean2 of legs, or angular velocity (lean or twist), or lean (front/back or side/side)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armsOutOnPushMultiplier</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Arms out based on lean2 of the legs to simulate being pushed</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armsOutOnPushTimeout</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;number of seconds before turning off the armsOutOnPush response only for Arms out based on lean2 of the legs (NOT for the angle or angular velocity)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;returningToBalanceArmsOut</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;range 0:1 0 = don't raise arms if returning to upright position, 0.x = 0.x*raise arms based on angvel and 'angle' settings, 1 = raise arms based on angvel and 'angle' settings</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armsOutStraightenElbows</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;multiplier for straightening the elbows based on the amount of arms out(lean2) 0 = dont straighten elbows. Otherwise straighten elbows proportionately to armsOut</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armsOutMinLean2</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-9.9</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-10.0 ... 0.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Minimum desiredLean2 applied to shoulder (to stop arms going above shoulder height or not)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;spineDamping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useBodyTurn</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;elbowAngleOnContact</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.9</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;on contact with upperbody the desired elbow angle is set to at least this value</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;bendElbowsTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Time after contact (with Upper body) that the min m_elbowAngleOnContact is applied</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bendElbowsGait</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.7</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-3.0 ... 3.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Minimum desired angle of elbow during non contact arm swing</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;hipL2ArmL2</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;mmmmdrunk = 0.2 multiplier of hip lean2 (star jump) to give shoulder lean2 (flapping)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;shoulderL2</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.5</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-3.0 ... 3.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;mmmmdrunk = 0.7 shoulder lean2 offset</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;shoulderL1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;mmmmdrunk 1.1 shoulder lean1 offset (+ve frankenstein)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;shoulderTwist</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.35</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-3.0 ... 3.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;mmmmdrunk = 0.0 shoulder twist</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;headLookAtVelProb</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Probability [0-1] that headLook will be looking in the direction of velocity when stepping</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;turnOffProb</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Weighted Probability that turn will be off. This is one of six turn type weights.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;turn2VelProb</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Weighted Probability of turning towards velocity. This is one of six turn type weights.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;turnAwayProb</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.15</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Weighted Probability of turning away from headLook target. This is one of six turn type weights.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;turnLeftProb</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.125</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Weighted Probability of turning left. This is one of six turn type weights.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;turnRightProb</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.125</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Weighted Probability of turning right. This is one of six turn type weights.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;turn2TargetProb</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.2</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Weighted Probability of turning towards headLook target. This is one of six turn type weights.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;angVelMultiplier</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;4.00, 1.00, 4.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 20.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;somersault, twist, sideSomersault) multiplier of the angular velocity for arms out (lean2) (somersault, twist, sideSomersault)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;angVelThreshold</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.20, 3.00, 1.20</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 40.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;somersault, twist, sideSomersault) threshold above which angVel is used for arms out (lean2) Unless drunk - DO NOT EXCEED 7.0 for each component</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;braceDistance</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if -ve then do not brace. distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;targetPredictionTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.450</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;time expected to get arms up from idle</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;reachAbsorbtionTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.150</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;larger values and he absorbs the impact more</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;braceStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;12.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;6.00 ... 16.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;stiffness of character. catch_fall stiffness scales with this too, with its defaults at this values default</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;minBraceTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 3.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;minimum bracing time so the character doesn't look twitchy</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;timeToBackwardsBrace</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;time before arm brace kicks in when hit from behind</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;handsDelayMin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 3.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;handsDelayMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 3.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;braceOffset</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-2.00 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;braceTarget is global headLookPos plus braceOffset m in the up direction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;moveRadius</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if -ve don't move away from pusher unless moveWhenBracing is true and braceDistance GT 0.0f. if the pusher is closer than moveRadius then move away from it.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;moveAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of leanForce applied away from pusher</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;moveWhenBracing</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Only move away from pusher when bracing against pusher</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=bodyFoetal><h3><a href="#quicklink">bodyFoetal:</a></h3></a> bodyFoetal: Curls into foetal position, at a speed defined by the strength and damping values; This behaviour is full-body and resets the character when it starts.<br>BodyParts: Whole body maskable<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;9.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The stiffness of the body determines how fast the character moves into the position, and how well that they hold it.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dampingFactor</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.400</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Sets damping value for the character joints</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;asymmetry</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;A value between 0-1 that controls how asymmetric the results are by varying stiffness across the body</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;randomSeed</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;100</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Random seed used to generate asymmetry values</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;backTwist</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Amount of random back twist to add</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;mask</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;fb</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values)</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=bodyRollUp><h3><a href="#quicklink">bodyRollUp:</a></h3></a> bodyRollUp: Rolling motion. Apply when the character is to be tumbling, either down a hill, after being blown by an explosion, or hit by a car.<br>The character is in a rough foetal position, he puts his arms out to brace against collisions with the ground, and he will relax after he stops tumbling.<br>sends success feedback: "Roll Up: stopped rolling" when rolling has stopped<br>BEHAVIOURS REFERENCED: BraceForImpact, RollDownStairs<br>BodyParts: Whole body maskable<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;10.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness of whole body</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useArmToSlowDown</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.300</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-2.0 ... 3.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;the degree to which the character will try to stop a barrel roll with his arms</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armReachAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.400</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;the likeliness of the character reaching for the ground with its arms</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;mask</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;fb</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legPush</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;used to keep rolling down slope, 1 is full (kicks legs out when pointing upwards)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;asymmetricalLegs</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-2.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0 is no leg asymmetry in 'foetal' position. greater than 0 a asymmetricalLegs-rand(30%), added/minus each joint of the legs in radians. Random number changes about once every roll. 0.4 gives a lot of asymmetry</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;noRollTimeBeforeSuccess</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;time that roll velocity has to be lower than rollVelForSuccess, before success message is sent</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rollVelForSuccess</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;lower threshold for roll velocity at which success message can be sent</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rollVelLinearContribution</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;contribution of linear COM velocity to roll Velocity (if 0, roll velocity equal to COM angular velocity)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;velocityScale</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Scales perceived body velocity. The higher this value gets, the more quickly the velocity measure saturates, resulting in a tighter roll at slower speeds. (NB: Set to 1 to match earlier behaviour)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;velocityOffset</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Offsets perceived body velocity. Increase to create larger "dead zone" around zero velocity where character will be less rolled. (NB: Reset to 0 to match earlier behaviour)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;applyMinMaxFriction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Controls whether or not behaviour enforces min/max friction</td>
</tr>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(220, 180, 30);" width = 15%><b>&nbsp;Feedback Type</b></td>
<td style="background-color: rgb(220, 180, 30);" width = 20%><b>&nbsp;Feedback Name</b></td>
<td style="background-color: rgb(220, 180, 30);" ><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;success</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;bodyRollUp</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Sent when the character comes to a rest.
</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=bodyWrithe><h3><a href="#quicklink">bodyWrithe:</a></h3></a> bodyWrithe: simple writhe behaviour, works under any initial state<br>BodyParts: Whole body (except ankles/wrists) maskable<br>Can blend with output from other behaviours<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;13.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;backStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;13.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;13.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The stiffness of the character will determine how 'determined' a writhe this is - high values will make him thrash about wildly</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armDamping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.500</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;damping amount, less is underdamped</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;backDamping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.500</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;damping amount, less is underdamped</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legDamping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.500</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;damping amount, less is underdamped</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armPeriod</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.010 ... 4.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Controls how fast the writhe is executed, smaller values make faster motions</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;backPeriod</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.010 ... 4.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Controls how fast the writhe is executed, smaller values make faster motions</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legPeriod</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.010 ... 4.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Controls how fast the writhe is executed, smaller values make faster motions</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;mask</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;fb</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armAmplitude</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;backAmplitude</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;scales the amount of writhe. 0 = no writhe</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legAmplitude</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;scales the amount of writhe. 0 = no writhe</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;elbowAmplitude</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;kneeAmplitude</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rollOverFlag</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Flag to set trying to rollOver</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;blendArms</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Blend the writhe arms with the current desired arms (0=don't apply any writhe, 1=only writhe)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;blendBack</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Blend the writhe spine and neck with the current desired (0=don't apply any writhe, 1=only writhe)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;blendLegs</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Blend the writhe legs with the current desired legs (0=don't apply any writhe, 1=only writhe)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;applyStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Use writhe stiffnesses if true. If false don't set any stiffnesses</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;onFire</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Extra shoulderBlend. Rolling:one way only, maxRollOverTime, rollOverRadius, doesn't reduce arm stiffness to help rolling. No shoulder twist</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;shoulderLean1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 6.283185</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Blend writhe shoulder desired lean1 with this angle in RAD. Note that onFire has to be set to true for this parameter to take any effect.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;shoulderLean2</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 6.283185</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Blend writhe shoulder desired lean2 with this angle in RAD. Note that onFire has to be set to true for this parameter to take any effect.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;lean1BlendFactor</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Shoulder desired lean1 with shoulderLean1 angle blend factor. Set it to 0 to use original shoulder withe desired lean1 angle for shoulders. Note that onFire has to be set to true for this parameter to take any effect.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;lean2BlendFactor</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Shoulder desired lean2 with shoulderLean2 angle blend factor. Set it to 0 to use original shoulder withe desired lean2 angle for shoulders. Note that onFire has to be set to true for this parameter to take any effect.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rollTorqueScale</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;150.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 300.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Scale rolling torque that is applied to character spine.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;maxRollOverTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;8.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 60.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Rolling torque is ramped down over time. At this time in seconds torque value converges to zero. Use this parameter to restrict time the character is rolling. Note that onFire has to be set to true for this parameter to take any effect.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rollOverRadius</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Rolling torque is ramped down with distance measured from position where character hit the ground and started rolling. At this distance in meters torque value converges to zero. Use this parameter to restrict distance the character travels due to rolling. Note that onFire has to be set to true for this parameter to take any effect.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=braceForImpact><h3><a href="#quicklink">braceForImpact:</a></h3></a> braceForImpact: bracing for an impact, specifically from a slow moving car.<br>The character is expected to be upright and in a roughly balanced position. He will turn to face the object that he is to brace against. He will take corrective steps if he unbalances and will also catch his fall if he falls over.<br>The character will crouch slightly and lean into the impact, and if the impact object starts to move away, the character will righten itself and its upper body will assume the zero pose.<br><br>BEHAVIOURS CALLED: Catchfall, Grab. Headlook, Pedal, RollDownStairs, SpineTwist.<br>BEHAVIOURS MODIFIED: DynamicBalancer<br>BodyParts: Whole body<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;braceDistance</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;targetPredictionTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.450</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;time epected to get arms up from idle</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;reachAbsorbtionTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.150</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;larger values and he absorbs the impact more</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;instanceIndex</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;levelIndex of object to brace</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bodyStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;12.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.00 ... 16.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness of character. catch_fall stiffness scales with this too, with its defaults at this values default</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;grabDontLetGo</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Once a constraint is made, keep reaching with whatever hand is allowed</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;grabStrength</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;40.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1000.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;strength in hands for grabbing (kg m/s), -1 to ignore/disable</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;grabDistance</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 4.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Relative distance at which the grab starts.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;grabReachAngle</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 3.160</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;grabHoldTimer</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;2.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;amount of time, in seconds, before grab automatically bails</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;maxGrabCarVelocity</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;95.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1000.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Don't try to grab a car moving above this speed mmmmtodo make this the relative velocity of car to character?</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;12.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;6.00 ... 16.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Balancer leg stiffness mmmmtodo remove this parameter and use configureBalance?</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;timeToBackwardsBrace</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;time before arm brace kicks in when hit from behind</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;look</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;position to look at, e.g. the driver</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;pos</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;location of the front part of the object to brace against. This should be the centre of where his hands should meet the object</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;minBraceTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 3.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;minimum bracing time so the character doesn't look twitchy</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;handsDelayMin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 3.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;handsDelayMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 3.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;moveAway</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;move away from the car (if in reaching zone)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;moveAwayAmount</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;forceLean away amount (-ve is lean towards)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;moveAwayLean</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.050</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.5 ... 0.5</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Lean away amount (-ve is lean towards)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;moveSideways</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Amount of sideways movement if at the front or back of the car to add to the move away from car</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bbArms</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Use bodyBalance arms for the default (non bracing) behaviour if bodyBalance is active</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;newBrace</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Use the new brace prediction code</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;braceOnImpact</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;If true then if a shin or thigh is in contact with the car then brace. NB: newBrace must be true. For those situations where the car has pushed the ped backwards (at the same speed as the car) before the behaviour has been started and so doesn't predict an impact.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;roll2Velocity</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;When rollDownStairs is running use roll2Velocity to control the helper torques (this only attempts to roll to the chaarcter's velocity not some default linear velocity mag</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rollType</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 3</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0 = original/roll off/stay on car: Roll with character velocity, 1 = //Gentle: roll off/stay on car = use relative velocity of character to car to roll against, 2 = //roll over car: Roll against character velocity. i.e. roll against any velocity picked up by hitting car, 3 = //Gentle: roll over car: use relative velocity of character to car to roll with</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapImpacts</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Exaggerate impacts using snap</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snapImpact</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;7.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-20.00 ... 20.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Exaggeration amount of the initial impact (legs). +ve fold with car impact (as if pushed at hips in the car velocity direction). -ve fold away from car impact</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapBonnet</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-7.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-20.00 ... 20.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Exaggeration amount of the secondary (torso) impact with bonnet. +ve fold with car impact (as if pushed at hips by the impact normal). -ve fold away from car impact</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snapFloor</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;7.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-20.00 ... 20.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Exaggeration amount of the impact with the floor after falling off of car +ve fold with floor impact (as if pushed at hips in the impact normal direction). -ve fold away from car impact</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dampVel</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Damp out excessive spin and upward velocity when on car</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;dampSpin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 40.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Amount to damp spinning by (cartwheeling and somersaulting)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dampUpVel</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;10.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 40.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Amount to damp upward velocity by to limit the amount of air above the car the character can get.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;dampSpinThresh</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;4.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 20.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Angular velocity above which we start damping</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dampUpVelThresh</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 20.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Upward velocity above which we start damping</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;gsHelp</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Enhance a glancing spin with the side of the car by modulating body friction.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;gsEndMin</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-0.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-10.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;ID for glancing spin. min depth to be considered from either end (front/rear) of a car (-ve is inside the car area)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;gsSideMin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.20</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-10.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;ID for glancing spin. min depth to be considered on the side of a car (-ve is inside the car area)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;gsSideMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-10.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;ID for glancing spin. max depth to be considered on the side of a car (+ve is outside the car area)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;gsUpness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.90</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;ID for glancing spin. Character has to be more upright than this value for it to be considered on the side of a car. Fully upright = 1, upsideDown = -1. Max Angle from upright is acos(gsUpness)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;gsCarVelMin</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;3.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;ID for glancing spin. Minimum car velocity.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;gsScale1Foot</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Apply gsFricScale1 to the foot if colliding with car. (Otherwise foot friction - with the ground - is determined by gsFricScale2 if it is in gsFricMask2)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;gsFricScale1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;8.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Glancing spin help. Friction scale applied when to the side of the car. e.g. make the character spin more by upping the friction against the car</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;gsFricMask1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;fb</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Glancing spin help. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any bodyParts in gsFricMask2</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;gsFricScale2</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Glancing spin help. Friction scale applied when to the side of the car. e.g. make the character spin more by lowering the feet friction. You could also lower the wrist friction here to stop the car pulling along the hands i.e. gsFricMask2 = la|uw</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;gsFricMask2</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;la</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any bodyParts in gsFricMask2</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=buoyancy><h3><a href="#quicklink">buoyancy:</a></h3></a> buoyancy: Simple buoyancy model. No character movement just fluid forces/torques added to parts.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;surfacePoint</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Arbitrary point on surface of water.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;surfaceNormal</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Normal to surface of water.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;buoyancy</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Buoyancy multiplier.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;chestBuoyancy</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;8.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Buoyancy mulplier for spine2/3. Helps character float upright.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;damping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;40.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Damping for submerged parts.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;righting</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Use righting torque to being character face-up in water?</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rightingStrength</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;25.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Strength of righting torque.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rightingTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;How long to wait after chest hits water to begin righting torque.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=catchFall><h3><a href="#quicklink">catchFall:</a></h3></a> catchFall: the character catches his fall when falling over.<br>He will twist his spine and look at where he is falling. He will also relax after hitting the ground.<br>He always braces against a horizontal ground.<br>BEHAVIOURS CALLED: SpineTwist, HeadLook, RollDownStairs(if handsAndKnees (health GT 0.7))<br>BEHAVIOURS MODIFIED: DynamicBalancer if handsAndKnees (health GT 0.7)<br>BEHAVIOURS REFERENCED: BalancerCollisionsReaction, Teeter<br>BodyParts: Whole body maskable<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;torsoStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;9.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness of torso</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legsStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;6.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;4.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;stiffness of legs</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armsStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;15.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness of arms</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;backwardsMinArmOffset</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-0.25</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 0.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0 will prop arms up near his shoulders. -0.3 will place hands nearer his behind</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;forwardMaxArmOffset</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.35</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0 will point arms down with angled body, 0.45 will point arms forward a bit to catch nearer the head</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;zAxisSpinReduction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Tries to reduce the spin around the Z axis. Scale 0 - 1.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;extraSit</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Scale extra-sit value 0..1. Setting to 0 helps with arched-back issues. Set to 1 for a more alive-looking finish.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useHeadLook</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Toggle to use the head look in this behaviour.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;mask</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;fb</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values)</td>
</tr>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(220, 180, 30);" width = 15%><b>&nbsp;Feedback Type</b></td>
<td style="background-color: rgb(220, 180, 30);" width = 20%><b>&nbsp;Feedback Name</b></td>
<td style="background-color: rgb(220, 180, 30);" ><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;finish</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;catchFall</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Sent when the character has come to a stop and is fully relaxed.
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;success</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;catchFall</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;When the fall has been caught.
</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=electrocute><h3><a href="#quicklink">electrocute:</a></h3></a> electrocute: E.g. by a stungun. Provides a vibration of bodyParts<br>BEHAVIOURS MODIFIED: Catchfall<br>BEHAVIOURS REFERENCED: Catchfall<br>BodyParts: Whole body - selectable using parameters<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stunMag</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.250</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The magnitude of the reaction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;initialMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 20.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;initialMult*stunMag = The magnitude of the 1st snap reaction (other mults are applied after this)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;largeMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 20.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;largeMult*stunMag = The magnitude of a random large snap reaction (other mults are applied after this)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;largeMinTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 200.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;min time to next large random snap (about 14 snaps with stunInterval = 0.07s)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;largeMaxTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 200.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;max time to next large random snap (about 28 snaps with stunInterval = 0.07s)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;movingMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 20.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;movingMult*stunMag = The magnitude of the reaction if moving(comVelMag) faster than movingThresh</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;balancingMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 20.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;balancingMult*stunMag = The magnitude of the reaction if balancing = (not lying on the floor/ not upper body not collided) and not airborne</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;airborneMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 20.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;airborneMult*stunMag = The magnitude of the reaction if airborne</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;movingThresh</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 20.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;If moving(comVelMag) faster than movingThresh then mvingMult applied to stunMag</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stunInterval</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.070</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Direction flips every stunInterval</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;directionRandomness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The character vibrates in a prescribed way - Higher the value the more random this direction is.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leftArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;vibrate the leftArm.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rightArm</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;vibrate the rightArm.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leftLeg</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;vibrate the leftLeg.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rightLeg</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;vibrate the rightLeg.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;spine</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;vibrate the spine.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;neck</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;vibrate the neck.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;phasedLegs</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Legs are either in phase with each other or not</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;applyStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;let electrocute apply a (higher generally) stiffness to the character whilst being vibrated</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useTorques</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;use torques to make vibration otherwise use a change in the parts angular velocity</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;hipType</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;type of hip reaction 0=none, 1=side2side 2=steplike</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=fallOverWall><h3><a href="#quicklink">fallOverWall:</a></h3></a> fallOverWall: A stunt-man style behaviour used to encourage the character to flip himself over waist-high-or-lower wall obstacles. This uses a pair of cheat forces,<br>one to get the character lifted over the wall, another to provide twist to the spine as he does so to make the flip look less artificial.<br>The behaviour waits for collision with the spine or lower arms/hands to determine which point to flip over, or a custom point can be specified in the message instead.<br>Works in conjunction with a BodyBalance and a leanInDirection/leanToPosition/leanTowardsObject.<br>BEHAVIOURS CALLED: DynamicBalancer, BalancerCollisionsReaction, #if useNewFallOverWall-Catchfall<br>BodyParts: Whole body - selectable using moveArms, moveLegs, bendSpine<br><br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bodyStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;9.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.00 ... 16.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness of the body, roll up stiffness scales with this and defaults at this default value</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;damping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.500</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 3.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Damping in the effectors</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;magOfForce</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Magnitude of the falloverWall helper force</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;maxDistanceFromPelToHitPoint</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.250</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.010 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;The maximum distance away from the pelvis that hit points will be registered.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;maxForceDist</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.80</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.010 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;maximum distance between hitPoint and body part at which forces are applied to part</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stepExclusionZone</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.010 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Specifies extent of area in front of the wall in which balancer won't try to take another step</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;minLegHeight</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;minimum height of pelvis above feet at which fallOverWall is attempted</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;bodyTwist</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.540</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;amount of twist to apply to the spine as the character tries to fling himself over the wall, provides more of a believable roll but increases the amount of lateral space the character needs to successfully flip.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;maxTwist</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;3.141593</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;max angle the character can twist before twsit helper torques are turned off</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fallOverWallEndA</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;One end of the wall to try to fall over.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fallOverWallEndB</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;One end of the wall over which we are trying to fall over.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;forceAngleAbort</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-0.20</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;The angle abort threshold.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;forceTimeOut</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The force time out.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;moveArms</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Lift the arms up if true. Do nothing with the arms if false (eg when using catchfall arms or brace etc)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;moveLegs</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Move the legs if true. Do nothing with the legs if false (eg when using dynamicBalancer etc)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;bendSpine</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Bend spine to help falloverwall if true. Do nothing with the spine if false.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;angleDirWithWallNormal</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;180.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 180.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Maximum angle in degrees (between the direction of the velocity of the COM and the wall normal) to start to apply forces and torques to fall over the wall.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leaningAngleThreshold</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;180.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 180.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Maximum angle in degrees (between the vertical vector and a vector from pelvis to lower neck) to start to apply forces and torques to fall over the wall.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;maxAngVel</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 30.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if the angular velocity is higher than maxAngVel, the torques and forces are not applied.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;adaptForcesToLowWall</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Will reduce the magnitude of the forces applied to the character to help him to fall over wall</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;maxWallHeight</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 3.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Maximum height (from the lowest foot) to start to apply forces and torques to fall over the wall.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;distanceToSendSuccessMessage</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 3.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Minimum distance between the pelvis and the wall to send the success message. If negative doesn't take this parameter into account when sending feedback.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rollingBackThr</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Value of the angular velocity about the wallEgde above which the character is considered as rolling backwards i.e. goes in to fow_RollingBack state</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rollingPotential</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;On impact with the wall if the rollingPotential(calculated from the characters linear velocity w.r.t the wall) is greater than this value the character will try to go over the wall otherwise it won't try (fow_Aborted).</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useArmIK</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Try to reach the wallEdge. To configure the IK : use limitAngleBack, limitAngleFront and limitAngleTotallyBack.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;reachDistanceFromHitPoint</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;distance from predicted hitpoint where each hands will try to reach the wall.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;minReachDistanceFromHitPoint</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;minimal distance from predicted hitpoint where each hands will try to reach the wall. Used if the hand target is outside the wall Edge.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;angleTotallyBack</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;15.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 180.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;max angle in degrees (between 1.the vector between two hips and 2. wallEdge) to try to reach the wall just behind his pelvis with his arms when the character is back to the wall.</td>
</tr>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(220, 180, 30);" width = 15%><b>&nbsp;Feedback Type</b></td>
<td style="background-color: rgb(220, 180, 30);" width = 20%><b>&nbsp;Feedback Name</b></td>
<td style="background-color: rgb(220, 180, 30);" ><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;success</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;fallOverWall</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Sent when the character is over the wall (Pelvis on opposite side of the wall edge and below edge) fallOverWallState = fow_OverTheWall.
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;failure</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;fallOverWall</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Sent when the character decides not to try to go over the wall on impact (fow_Aborted), is stuck on the wall(fow_StuckOnWall) or is falling back to the original side of the wall(bal_RollingBack).
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;event</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;fallOverWallState</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Sent when the state changes.
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;fallOverWallState</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 0, type = int. fallOverWallState
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;fallOverWallState</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 0, value = 0. name = fow_ApproachingWall: Character has not hit the wall yet or is still thinking about going over (doesn't mean the character is necessarily moving towards the wall)
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;fallOverWallState</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 0, value = 1. name = fow_Aborted: Not enough speed on impact to give a good roll.
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;fallOverWallState</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 0, value = 2. name = fow_RollingOverWall: Currently trying to get overTheWall
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;fallOverWallState</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 0, value = 3. name = fow_OverTheWall: Success - Pelvis on opposite side of the wall edge and below edge (Is over but may be falling down the side of the wall still)
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;fallOverWallState</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 0, value = 4. name = fow_StuckOnWall: Character has come to a halt on the top of the wall probably
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;fallOverWallState</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 0, value = 5. name = bal_RollingBack: falling back to the original side of the wall
</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=grab><h3><a href="#quicklink">grab:</a></h3></a> grab: NOTE: An upper body behaviour.<br>An upper body behaviour that Grabs or Braces against a point, the nearest point on a line or the nearest point on a surface. Turns head, twists body and pelvis. Set useleft and useright to use the desired hands. Grab will create a constrant between the hand and a object. Brace will not create any constraint.<br>This behaviour can be played over other behaviours. However it includes logic about if and when to grab, so will not grab things behind the character or things that are out of reach.<br>There are 3 ways to specify the grab points.<br>Points: right grab/brace point (pos1) and/or left grab/brace point(pos2).<br>Line: grabs/braces with the left and/or right hand to the nearest point on the line between (pos1) and (pos2).<br>Quad Surface: grabs/braces to the surface specified by (pos1), (pos2), (pos3) and (pos4). These points must be specified in a anitclockwise order.<br>The normals ( right/left are normal(normalR)/normal(normalL) respectively) can be specified for all of the grab point input methods. If no normal is specified the behaviour will attempt to find the appropriate normal.<br>The grab points are specified in the coord frame of the instance specified by instanceIndex. ( -1 = world space).<br>PullUp: setting a pull up strength , pullUpStrength, result in the arms trying to pull relative to this strength over a time pullUpTime. 0 = no attempt to pull up. 1 = attemp to pull up the maximum amount.<br><br>BEHAVIOURS CALLED: SpineTwist, HeadLook<br>BEHAVIOURS MODIFIED: DynamicBalancer (turns and leans)<br>BodyParts: UpperBody: head/neck controlled by useHeadLookToTarget, Arms by useLeft, useRight<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useLeft</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Flag to toggle use of left hand</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useRight</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Flag to toggle the use of the Right hand</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;dropWeaponIfNecessary</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if hasn't grabbed when weapon carrying hand is close to target, grab anyway</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dropWeaponDistance</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;distance below which a weapon carrying hand will request weapon to be dropped</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;grabStrength</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 10000.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;strength in hands for grabbing (kg m/s), -1 to ignore/disable</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stickyHands</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;4.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;strength of cheat force on hands to pull towards target and stick to target ("cleverHandIK" strength)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;turnToTarget</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0=don't turn, 1=turnToTarget, 2=turnAwayFromTarget</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;grabHoldMaxTimer</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;100.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1000.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;amount of time, in seconds, before grab automatically bails</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;pullUpTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 4.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Time to reach the full pullup strength</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;pullUpStrengthRight</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Strength to pull up with the right arm. 0 = no pull up.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;pullUpStrengthLeft</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Strength to pull up with the left arm. 0 = no pull up.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;pos1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Grab pos1, right hand if not using line or surface grab.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;pos2</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Grab pos2, left hand if not using line or surface grab.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;pos3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;pos4</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;normalR</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Normal for the right grab point.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;normalL</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Normal for the left grab point.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;normalR2</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Normal for the 2nd right grab point (if pointsX4grab=true).</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;normalL2</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Normal for the 3rd left grab point (if pointsX4grab=true).</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;handsCollide</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Hand collisions on when grabbing (false turns off hand collisions making grab more stable esp. to grab points slightly inside geometry)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;justBrace</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Flag to toggle between grabbing and bracing</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useLineGrab</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;use the line grab, Grab along the line (x-x2)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;pointsX4grab</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;use 2 point</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fromEA</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;use 2 point</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;surfaceGrab</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Toggle surface grab on. Requires pos1,pos2,pos3 and pos4 to be specified.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;instanceIndex</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;levelIndex of instance to grab (-1 = world coordinates)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;instancePartIndex</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;boundIndex of part on instance to grab (0 = just use instance coordinates)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dontLetGo</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Once a constraint is made, keep reaching with whatever hand is allowed - no matter what the angle/distance and whether or not the constraint has broken due to constraintForce GT grabStrength. mmmtodo this is a badly named parameter</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bodyStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;11.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness of upper body. Scales the arm grab such that the armStiffness is default when this is at default value</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;reachAngle</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;2.80</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;oneSideReachAngle</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.4</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Angle at which we will only reach with one hand.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;grabDistance</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 4.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Relative distance at which the grab starts.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;move2Radius</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 14.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Relative distance (additional to grabDistance - doesn't try to move inside grabDistance)at which the grab tries to use the balancer to move to the grab point.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;14.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Stiffness of the arm.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;maxReachDistance</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.7</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 4.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;distance to reach out towards the grab point.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;orientationConstraintScale</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 4.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;scale torque used to rotate hands to face normals</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;maxWristAngle</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;3.141593</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 3.151593</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;When we are grabbing the max angle the wrist ccan be at before we break the grab.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useHeadLookToTarget</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if true, the character will look at targetForHeadLook after a hand grabs until the end of the behavior. (Before grabbing it looks at the grab target)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;lookAtGrab</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if true, the character will look at the grab</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;targetForHeadLook</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Only used if useHeadLookToTarget is true, the target in world space to look at.</td>
</tr>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(220, 180, 30);" width = 15%><b>&nbsp;Feedback Type</b></td>
<td style="background-color: rgb(220, 180, 30);" width = 20%><b>&nbsp;Feedback Name</b></td>
<td style="background-color: rgb(220, 180, 30);" ><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;success</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;grab</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Sent when a hand grabs. NOTE: feedback string either "rightArmGrab" or "leftArmGrab".
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;event</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;grab</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Sent every frame when the grab is not actively trying to move the arms to grab. NOTE: feedback string "grabNotGrabbing".
</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=headLook><h3><a href="#quicklink">headLook:</a></h3></a> headLook: Acts on the neck to make the head look at the position defined by pos[X,Y,Z].<br>Optionally the velocity of the point can be compensated for by setting vel[X,Y,Z].<br>If alwayslook is true the character will try to look at the point even if it is out side the field of view.<br>BEHAVIOURS REFERENCED: AnimPose - allows animPose to override<br>BodyParts: head/neck + Spine(if twistSpine (adds to current desired))<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;damping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.000</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Damping of the muscles</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;10.000</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Stiffness of the muscles</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;instanceIndex</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;levelIndex of object to be looked at. vel parameters are ignored if this is non -1</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;vel</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-100.0 ... 100.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;The velocity of the point being looked at</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;pos</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The point being looked at</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;alwaysLook</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Flag to force always to look</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;eyesHorizontal</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Keep the eyes horizontal. Use true for impact with cars. Use false if you want better look at target accuracy when the character is on the floor or leaned over alot.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;alwaysEyesHorizontal</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Keep the eyes horizontal. Use true for impact with cars. Use false if you want better look at target accuracy when the character is on the floor or leaned over (when not leaned over the eyes are still kept horizontal if eyesHorizontal=true ) alot.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;keepHeadAwayFromGround</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;twistSpine</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Allow headlook to twist spine.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=highFall><h3><a href="#quicklink">highFall:</a></h3></a> highFall: Controls the character during a jump/fall. During the jump/fall tries to maintain an upright stance,<br>windmills arms, pedal legs and looks down. As approaches the ground tries to transition to either a zero pose or<br>land the jump resulting in transition to the body balance.<br><br>BEHAVIOURS CALLED: HeadLook. Pedal. ArmsWindMillAdaptive. RollUp. CatchFall. BodyBalance. DynamicBalancer. RollDownStairs, BodyFoetal, BodyWrithe<br>BodyParts: wholebody<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bodyStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;11.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.00 ... 16.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness of body. Value feeds through to bodyBalance (synched with defaults), to armsWindmill (14 for this value at default ), legs pedal, head look and roll down stairs directly</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;bodydamping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 3.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;The damping of the joints.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;catchfalltime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.300</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The length of time before the impact that the character transitions to the landing.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;crashOrLandCutOff</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.8680</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0.52angle is 0.868 dot//A threshold for deciding how far away from upright the character needs to be before bailing out (going into a foetal) instead of trying to land (keeping stretched out). NB: never does bailout if ignorWorldCollisions true</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;pdStrength</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Strength of the controller to keep the character at angle aimAngleBase from vertical.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;pdDamping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 5.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Damping multiplier of the controller to keep the character at angle aimAngleBase from vertical. The actual damping is pdDamping*pdStrength*constant*angVel.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armAngSpeed</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;7.850</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 20.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;arm circling speed in armWindMillAdaptive</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armAmplitude</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;in armWindMillAdaptive</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armPhase</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;3.10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 6.283185</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;in armWindMillAdaptive 3.1 opposite for stuntman. 1.0 old default. 0.0 in phase.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armBendElbows</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;in armWindMillAdaptive bend the elbows as a function of armAngle. For stuntman true otherwise false.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legRadius</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.010 ... 0.50</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;radius of legs on pedal</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legAngSpeed</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;7.850</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 15.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;in pedal</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legAsymmetry</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;4.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-10.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0.0 for stuntman. Random offset applied per leg to the angular speed to desynchronise the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;arms2LegsPhase</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 6.50</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;phase angle between the arms and legs circling angle</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;arms2LegsSync</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0=not synched, 1=always synched, 2= synch at start only. Synchs the arms angle to what the leg angle is. All speed/direction parameters of armswindmill are overwritten if = 1. If 2 and you want synced arms/legs then armAngSpeed=legAngSpeed, legAsymmetry = 0.0 (to stop randomizations of the leg cicle speed)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armsUp</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-3.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-4.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Where to put the arms when preparing to land. Approx 1 = above head, 0 = head height, -1 = down. LT -2.0 use catchFall arms, LT -3.0 use prepare for landing pose if Agent is due to land vertically, feet first.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;orientateBodyToFallDirection</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;toggle to orientate to fall direction. i.e. orientate so that the character faces the horizontal velocity direction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;orientateTwist</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If false don't worry about the twist angle of the character when orientating the character. If false this allows the twist axis of the character to be free (You can get a nice twisting highFall like the one in dieHard 4 when the car goes into the helicopter)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;orientateMax</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;300.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 2000.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;DEVEL parameter - suggest you don't edit it. Maximum torque the orientation controller can apply. If 0 then no helper torques will be used. 300 will orientate the character soflty for all but extreme angles away from aimAngleBase. If abs (current -aimAngleBase) is getting near 3.0 then this can be reduced to give a softer feel.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;alanRickman</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If true then orientate the character to face the point from where it started falling. HighFall like the one in dieHard with Alan Rickman</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fowardRoll</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Try to execute a forward Roll on landing</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useZeroPose_withFowardRoll</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Blend to a zero pose when forward roll is attempted.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;aimAngleBase</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.180</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-3.141593 ... 3.141593</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Angle from vertical the pdController is driving to ( positive = forwards)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fowardVelRotation</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-0.020</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;scale to add/subtract from aimAngle based on forward speed (Internal)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;footVelCompScale</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.050</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Scale to change to amount of vel that is added to the foot ik from the velocity (Internal)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;sideD</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;sideoffset for the feet during prepareForLanding. +ve = right.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fowardOffsetOfLegIK</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Forward offset for the feet during prepareForLanding</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legL</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Leg Length for ik (Internal)//unused</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;catchFallCutOff</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.8780</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0.5angle is 0.878 dot. Cutoff to go to the catchFall ( internal) //mmmtodo do like crashOrLandCutOff</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legStrength</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;12.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;6.00 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Strength of the legs at landing</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;balance</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;If true have enough strength to balance. If false not enough strength in legs to balance (even though bodyBlance called)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ignorWorldCollisions</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Never go into bailout (foetal)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;adaptiveCircling</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stuntman type fall. Arm and legs circling direction controlled by angmom and orientation</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;hula</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;With stuntman type fall. Hula reaction if can't see floor and not rotating fast</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;maxSpeedForRecoverableFall</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;15.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Character needs to be moving less than this speed to consider fall as a recoverable one.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;minSpeedForBrace</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;10.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Character needs to be moving at least this fast horizontally to start bracing for impact if there is an object along its trajectory.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;landingNormal</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.60</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Ray-cast normal doted with up direction has to be greater than this number to consider object flat enough to land on it.</td>
</tr>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(220, 180, 30);" width = 15%><b>&nbsp;Feedback Type</b></td>
<td style="background-color: rgb(220, 180, 30);" width = 20%><b>&nbsp;Feedback Name</b></td>
<td style="background-color: rgb(220, 180, 30);" ><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;failure</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;highFall</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Sent when the character has come to a rest lying on the ground.
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;success</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;highFall</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Sent when the character has come to a rest standing up.
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;event</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp; handAnimation</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Sent when the behaviour wants the game to set a specific animation on the hand e.g. for gripping a gun
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 0, type = int. Hand - NmRsHand
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 0, value = 0. name = kLeftHand: </td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 0, value = 1. name = kRightHand: </td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 1, type = int. HandAnimationType
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 1, value = 0. name = haNone: Dunno
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 1, value = 1. name = haLoose: Loose
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 1, value = 2. name = haHoldingWeapon: Holding Weapon (support hand)
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 1, value = 3. name = haGrab: Grabbing
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 1, value = 4. name = haBrace: Bracing/Flat
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 1, value = 5. name = haFlail: e.g. in highFall
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 1, value = 6. name = haImpact: should be used for a second or so when the character hits the ground (or probably slightly before)
</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=incomingTransforms><h3><a href="#quicklink">incomingTransforms:</a></h3></a> incomingTransforms: Enable incoming transforms when 'start' is true, disable them if it is false;<br>This will completely drive the character to the incoming animations (HARD KEYING).<br>To do driven-physics animation, use Active_Pose.<br><br></p>
<p><table class="stat" width = 100%>
</table>
</p><br><HR><br>
<p><A name=injuredOnGround><h3><a href="#quicklink">injuredOnGround:</a></h3></a> InjuredOnGround<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;numInjuries</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;injury1Component</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;injury2Component</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;injury1LocalPosition</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;injury2LocalPosition</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;injury1LocalNormal</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;injury2LocalNormal</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;attackerPos</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;dontReachWithLeft</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dontReachWithRight</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;strongRollForce</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=carried><h3><a href="#quicklink">carried:</a></h3></a> Carried<br><br></p>
<p><table class="stat" width = 100%>
</table>
</p><br><HR><br>
<p><A name=dangle><h3><a href="#quicklink">dangle:</a></h3></a> Dangle<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;doGrab</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;grabFrequency</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=onFire><h3><a href="#quicklink">onFire:</a></h3></a> On fire behaviour.<br>Behaviour provides a performance as if character was on fire.<br>On floor: Based on character predicted orientation during a roll behaviour chooses a pose that mostly supports character natural rolling; pose is blended with bodyWrithe.<br>Standing up: bodyBalance is blended with bodyWrithe for lower body and spine; armsWindmill is blended with bodyWrithe for arms.<br>BEHAVIOURS CALLED: bodyBalance, bodyWrithe, armsWindmill<br>BodyParts: Whole body<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;staggerTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 30.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Max time for stumbling around before falling to ground.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;staggerLeanRate</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.90</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;How quickly the character leans hips when staggering.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stumbleMaxLeanBack</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.50</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;max the character leans hips back when staggering</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stumbleMaxLeanForward</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.50</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;max the character leans hips forwards when staggering</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armsWindmillWritheBlend</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Blend armsWindmill with the bodyWrithe arms when character is upright.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;spineStumbleWritheBlend</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Blend spine stumble with the bodyWrithe spine when character is upright.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legsStumbleWritheBlend</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Blend legs stumble with the bodyWrithe legs when character is upright.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armsPoseWritheBlend</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Blend the bodyWrithe arms with the current desired pose from on fire behaviour when character is on the floor.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;spinePoseWritheBlend</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.550</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Blend the bodyWrithe back with the current desired pose from on fire behaviour when character is on the floor.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legsPoseWritheBlend</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Blend the bodyWrithe legs with the current desired pose from on fire behaviour when character is on the floor.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rollOverFlag</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Flag to set bodyWrithe trying to rollOver.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rollTorqueScale</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;25.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 300.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Scale rolling torque that is applied to character spine by bodyWrithe. Torque magnitude is calculated with the following formula: m_rollOverDirection*rollOverPhase*rollTorqueScale.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;predictTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Character pose depends on character facing direction that is evaluated from its COMTM orientation. Set this value to 0 to use no orientation prediction i.e. current character COMTM orientation will be used to determine character facing direction and finally the pose bodyWrithe is blending to. Set this value to GT 0 to predict character COMTM orientation this amout of time in seconds to the future.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;maxRollOverTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;8.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 60.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Rolling torque is ramped down over time. At this time in seconds torque value converges to zero. Use this parameter to restrict time the character is rolling.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rollOverRadius</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Rolling torque is ramped down with distance measured from position where character hit the ground and started rolling. At this distance in meters torque value converges to zero. Use this parameter to restrict distance the character travels due to rolling.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=pedalLegs><h3><a href="#quicklink">pedalLegs:</a></h3></a> pedalLegs: Legs pedalling or bicycle pedalling type motion<br>In Normal mode: Center is set so as to put the lower part of the circle on the foot bottom with legs straight down, then centre offsets are applied<br>In Hula mode: Center is set at the hip joint centre, then centre offsets are applied<br>bodyParts: Legs = selectable based on pedalLeftLeg, pedalRightLeg<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;pedalLeftLeg</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;pedal with this leg or not</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;pedalRightLeg</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;pedal with this leg or not</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;backPedal</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;pedal forwards or backwards</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;radius</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.250</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.010 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;base radius of pedal action</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;angularSpeed</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;10.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;rate of pedaling. If adaptivePedal4Dragging is true then the legsAngularSpeed calculated to match the linear speed of the character can have a maximum value of angularSpeed (this max used to be hard coded to 13.0)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;10.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;6.00 ... 16.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;stiffness of legs</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;pedalOffset</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Move the centre of the pedal for the left leg up by this amount, the right leg down by this amount</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;randomSeed</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;100</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Random seed used to generate speed changes</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;speedAsymmetry</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;8.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-10.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Random offset applied per leg to the angular speed to desynchronise the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;adaptivePedal4Dragging</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Will pedal in the direction of travel (if backPedal = false, against travel if backPedal = true) and with an angular velocity relative to speed upto a maximum of 13(rads/sec). Use when being dragged by a car. Overrides angularSpeed.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;angSpeedMultiplier4Dragging</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;newAngularSpeed = Clamp(angSpeedMultiplier4Dragging * linear_speed/pedalRadius, 0.0, angularSpeed)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;radiusVariance</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0-1 value used to add variance to the radius value while pedalling, to desynchonize the legs' movement and provide some variety</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legAngleVariance</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0-1 value used to vary the angle of the legs from the hips during the pedal</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;centreSideways</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Move the centre of the pedal for both legs sideways (+ve = right). NB: not applied to hula.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;centreForwards</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Move the centre of the pedal for both legs forward (or backward -ve)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;centreUp</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Move the centre of the pedal for both legs up (or down -ve)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;ellipse</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Turn the circle into an ellipse. Ellipse has horizontal radius a and vertical radius b. If ellipse is +ve then a=radius*ellipse and b=radius. If ellipse is -ve then a=radius and b = radius*ellipse. 0.0 = vertical line of length 2*radius, 0.0:1.0 circle squashed horizontally (vertical radius = radius), 1.0=circle. -0.001 = horizontal line of length 2*radius, -0.0:-1.0 circle squashed vertically (horizontal radius = radius), -1.0 = circle</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dragReduction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.250</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;how much to account for the target moving through space rather than being static</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;spread</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Spread legs.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;hula</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If true circle the legs in a hula motion.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=pointArm><h3><a href="#quicklink">pointArm:</a></h3></a> pointArm:<br>BEHAVIOURS REFERENCED: AnimPose - allows animPose to override<br>bodyParts: Arms (useLeftArm, useRightArm)<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;targetLeft</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;point to point to (in world space)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;twistLeft</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;twist of the arm around point direction</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armStraightnessLeft</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.8</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;values less than 1 can give the arm a more bent look</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useLeftArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armStiffnessLeft</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;15.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness of arm</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armDampingLeft</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;damping value for arm used to point</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;instanceIndexLeft</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;level index of thing to point at, or -1 for none. if -1, target is specified in world space, otherwise it is an offset from the object specified by this index.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;pointSwingLimitLeft</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.5</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Swing limit</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useZeroPoseWhenNotPointingLeft</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;targetRight</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;point to point to (in world space)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;twistRight</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;twist of the arm around point direction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armStraightnessRight</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.8</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;values less than 1 can give the arm a more bent look</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useRightArm</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armStiffnessRight</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;15.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;stiffness of arm</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armDampingRight</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;damping value for arm used to point</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;instanceIndexRight</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;level index of thing to point at, or -1 for none. if -1, target is specified in world space, otherwise it is an offset from the object specified by this index.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;pointSwingLimitRight</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.5</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Swing limit</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useZeroPoseWhenNotPointingRight</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=pointGun><h3><a href="#quicklink">pointGun:</a></h3></a> pointGun: Point a gun at something. Can cope with 1 or 2 single handed guns. Pistol with support hand. 2 handed Rifle. PointGun always disables contacts between left and right hand.<br>BEHAVIOURS CALLED: spineTwist, headLook<br>BEHAVIOURS REFERENCED: AnimPose - allows animPose to override, balancerCollisionsReaction (pushing away from a wall)<br>BEHAVIOURS MODIFIED: dynamicBalancer (turning - useTurnToTarget)<br>bodyParts: Arms (enableLeft, enableRight), spine (useSpineTwist), neck/head (useHeadLook)<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;enableRight</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Allow right hand to point/support?</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;enableLeft</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Allow right hand to point/support?</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leftHandTarget</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Target for the left Hand</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leftHandTargetIndex</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Index of the object that the left hand target is specified in, -1 is world space.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rightHandTarget</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Target for the right Hand</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rightHandTargetIndex</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Index of the object that the right hand target is specified in, -1 is world space.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leadTarget</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;NB: Only Applied to single handed weapons (some more work is required to have this tech on two handed weapons). Amount to lead target based on target velocity relative to the chest.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;14.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;2.00 ... 15.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Stiffness of the arm.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armStiffnessDetSupport</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;8.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.00 ... 15.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Stiffness of the arm on pointing arm when a support arm is detached from a two-handed weapon.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armDamping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10 ... 5.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Damping.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;gravityOpposition</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Amount of gravity opposition on pointing arm.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;gravOppDetachedSupport</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Amount of gravity opposition on pointing arm when a support arm is detached from a two-handed weapon.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;massMultDetachedSupport</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Amount of mass of weapon taken into account by gravity opposition on pointing arm when a support arm is detached from a two-handed weapon. The lower the value the more the character doesn't know about the weapon mass and therefore is more affected by it.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;allowShotLooseness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Allow shot to set a lower arm muscleStiffness than pointGun normally would.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;clavicleBlend</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;How much of blend should come from incoming transforms 0(all IK) .. 1(all ITMs) For pointing arms only. (Support arm uses the IK solution as is for clavicles)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;elbowAttitude</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Controls arm twist. (except in pistolIK)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;supportConstraint</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 3</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Type of constraint between the support hand and gun. 0=no constraint, 1=hard distance constraint, 2=Force based constraint, 3=hard spherical constraint</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;constraintMinDistance</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0150</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0010 ... 0.10</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;For supportConstraint = 1: Support hand constraint distance will be slowly reduced until it hits this value. This is for stability and also allows the pointing arm to lead a little. Don't set lower than NM_MIN_STABLE_DISTANCECONSTRAINT_DISTANCE 0.001f</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;makeConstraintDistance</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 3.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;For supportConstraint = 1: Minimum distance within which support hand constraint will be made.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;reduceConstraintLengthVel</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;For supportConstraint = 1: Velocity at which to reduce the support hand constraint length</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;breakingStrength</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1000.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;For supportConstraint = 1: strength of the supporting hands constraint (kg m/s), -1 to ignore/disable</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;brokenSupportTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 5.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Once constraint is broken then do not try to reconnect/support for this amount of time</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;brokenToSideProb</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Probability that the when a constraint is broken that during brokenSupportTime a side pose will be selected.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;connectAfter</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 5.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If gunArm has been controlled by other behaviours for this time when it could have been pointing but couldn't due to pointing only allowed if connected, change gunArm pose to something that could connect for connectFor seconds</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;connectFor</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.550</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 5.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Time to try to reconnect for</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;oneHandedPointing</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 3</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0 = don't allow, 1= allow for kPistol(two handed pistol) only, 2 = allow for kRifle only, 3 = allow for kPistol and kRifle. Allow one handed pointing - no constraint if cant be supported . If not allowed then gunHand does not try to point at target if it cannot be supported - the constraint will be controlled by always support.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;alwaysSupport</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Support a non pointing gunHand i.e. if in zero pose (constrain as well if constraint possible)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;poseUnusedGunArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Apply neutral pose when a gun arm isn't in use. NB: at the moment Rifle hand is always controlled by pointGun.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;poseUnusedSupportArm</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Apply neutral pose when a support arm isn't in use.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;poseUnusedOtherArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Apply neutral pose to the non-gun arm (otherwise it is always under the control of other behaviours or not set). If the non-gun hand is a supporting hand it is not controlled by this parameter but by poseUnusedSupportArm</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;maxAngleAcross</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;90.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 180.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;maxAngleAway</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;90.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 180.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fallingLimits</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0= don't apply limits. 1=apply the limits below only when the character is falling. 2 = always apply these limits (instead of applying maxAngleAcross and maxAngleAway which only limits the horizontal angle but implicity limits the updown (the limit shape is a vertical hinge)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;acrossLimit</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;90.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 180.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point. i.e. for rightHanded gun this is the angle left of the midline</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;awayLimit</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;90.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 180.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point. i.e. for rightHanded gun this is the angle right of the midline</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;upLimit</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;90.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 180.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;max aiming angle(deg) upwards from body midline measured from chest forward that the character will try to point.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;downLimit</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;45.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 180.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;max aiming angle(deg) downwards from body midline measured from chest forward that the character will try to point</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rifleFall</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Pose the rifle hand to reduce complications with collisions. 0 = false, 1 = always when falling, 2 = when falling except if falling backwards</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fallingSupport</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 3</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Allow supporting of a rifle(or two handed pistol) when falling. 0 = false, 1 = support if allowed, 2 = support until constraint not active (don't allow support to restart), 3 = support until constraint not effective (support hand to support distance must be less than 0.15 - don't allow support to restart).</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fallingTypeSupport</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 5</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;What is considered a fall by fallingSupport). Apply fallingSupport 0=never(will support if allowed), 1 = falling, 2 = falling except if falling backwards, 3 = falling and collided, 4 = falling and collided except if falling backwards, 5 = falling except if falling backwards until collided</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;pistolNeutralType</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0 = byFace, 1=acrossFront, 2=bySide. NB: bySide is not connectible so be careful if combined with kPistol and oneHandedPointing = 0 or 2</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;neutralPoint4Pistols</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;NOT IMPLEMENTED YET KEEP=false - use pointing for neutral targets in pistol modes</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;neutralPoint4Rifle</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;use pointing for neutral targets in rifle mode</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;checkNeutralPoint</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Check the neutral pointing is pointable, if it isn't then choose a neutral pose instead</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;point2Side</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;5.00, -5.00, -2.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;side, up, back) side is left for left arm, right for right arm mmmmtodo</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;add2WeaponDistSide</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1000.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;add to weaponDistance for point2Side neutral pointing (to straighten the arm)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;point2Connect</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00, -0.90, -0.20</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;side, up, back) side is left for left arm, right for rght arm mmmmtodo</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;add2WeaponDistConnect</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1000.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;add to weaponDistance for point2Connect neutral pointing (to straighten the arm)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;usePistolIK</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;enable new ik for pistol pointing.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useSpineTwist</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Use spine twist to orient chest?</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useTurnToTarget</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Turn balancer to help gun point at target</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useHeadLook</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Use head look to drive head?</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;errorThreshold</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.39260</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 3.141590</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;angular difference between pointing direction and target direction above which feedback will be generated.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fireWeaponRelaxTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 5.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Duration of arms relax following firing weapon. NB:This is clamped (0,5) in pointGun</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fireWeaponRelaxAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Relax multiplier following firing weapon. Recovers over relaxTime.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fireWeaponRelaxDistance</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.050</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 0.250</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Range of motion for ik-based recoil.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useIncomingTransforms</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Use the incoming transforms to inform the pointGun of the primaryWeaponDistance, poleVector for the arm</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;measureParentOffset</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If useIncomingTransforms = true and measureParentOffset=true then measure the Pointing-from offset from parent effector, using itms - this should point the barrel of the gun to the target. This is added to the rightHandParentOffset. NB NOT used if rightHandParentEffector LT 0</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leftHandParentOffset</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leftHandParentEffector</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1 ... 21</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;1 = Use leftShoulder. Effector from which the left hand pointing originates. ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rightHandParentOffset</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down. This is added to the measured one if useIncomingTransforms=true and measureParentOffset=true. NB NOT used if rightHandParentEffector LT 0. Pistol(0,0,0) Rifle(0.0032, 0.0, -0.0)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rightHandParentEffector</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1 ... 21</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;1 = Use rightShoulder.. Effector from which the right hand pointing originates. ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;primaryHandWeaponDistance</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Distance from the shoulder to hold the weapon. If -1 and useIncomingTransforms then weaponDistance is read from ITMs. weaponDistance=primaryHandWeaponDistance clamped [0.2f:m_maxArmReach=0.65] if useIncomingTransforms = false. pistol 0.60383, rifle 0.336</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;constrainRifle</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Use hard constraint to keep rifle stock against shoulder?</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rifleConstraintMinDistance</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Rifle constraint distance. Deliberately kept large to create a flat constraint surface where rifle meets the shoulder.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;disableArmCollisions</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Disable collisions between right hand/forearm and the torso/legs.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;disableRifleCollisions</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Disable collisions between right hand/forearm and spine3/spine2 if in rifle mode.</td>
</tr>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(220, 180, 30);" width = 15%><b>&nbsp;Feedback Type</b></td>
<td style="background-color: rgb(220, 180, 30);" width = 20%><b>&nbsp;Feedback Name</b></td>
<td style="background-color: rgb(220, 180, 30);" ><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;event</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp; pointGun</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Sent when the behaviour changes state. Or when pointGun deactivates to give information to decide the animation to blend out to
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;event</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp; handAnimation</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Sent when the behaviour wants the game to set a specific animation on the hand e.g. for gripping a gun
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 0, type = int. Hand - NmRsHand
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 0, value = 0. name = kLeftHand: </td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 0, value = 1. name = kRightHand: </td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 1, type = int. HandAnimationType
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 1, value = 0. name = haNone: Dunno
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 1, value = 1. name = haLoose: Loose
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 1, value = 2. name = haHoldingWeapon: Holding Weapon (support hand)
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 1, value = 3. name = haGrab: Grabbing
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 1, value = 4. name = haBrace: Bracing/Flat
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;argNo = 1, value = 5. name = haFlail: e.g. in highFall
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;handAnimation</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;argNo = 1, value = 6. name = haImpact: should be used for a second or so when the character hits the ground (or probably slightly before)
</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=pointGunExtra><h3><a href="#quicklink">pointGunExtra:</a></h3></a> pointGunExtra: Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;constraintStrength</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 5.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;For supportConstraint = 2: force constraint strength of the supporting hands - it gets shaky at about 4.0</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;constraintThresh</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;For supportConstraint = 2: Like makeConstraintDistance. Force starts acting when the hands are LT 3.0*thresh apart but is maximum strength LT thresh. For comparison: 0.1 is used for reachForWound in shot, 0.25 is used in grab.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;weaponMask</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1024</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Currently unused - no intoWorldTest. RAGE bit mask to exclude weapons from ray probe - currently defaults to MP3 weapon flag</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;timeWarpActive</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Is timeWarpActive enabled?</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;timeWarpStrengthScale</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Scale for arm and helper strength when timewarp is enabled. 1 = normal compensation.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;oriStiff</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Hand stabilization controller stiffness.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;oriDamp</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Hand stabilization controller damping.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;posStiff</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Hand stabilization controller stiffness.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;posDamp</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Hand stabilization controller damping.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=rollDownStairs><h3><a href="#quicklink">rollDownStairs:</a></h3></a> rollDownStairs: Curls into foetal position, at a speed defined by the strength and damping values; This behaviour is full-body and resets the character when it starts.<br>forcemag sets the strength of the helper force, use a range of [0,1]. 0 is no helper force.<br>Only applies the helper forces when a body part is touching the ground, Unless spinWhileInAir is set to true.<br><br>BEHAVIOURS CALLED: RollUp.<br>BodyParts: wholeBody<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;11.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Effector Stiffness. value feeds through to rollUp directly</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;damping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.4</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 4.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Effector Damping.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;forcemag</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.55</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Helper force strength. Do not go above 1 for a rollDownStairs/roll along ground reaction.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;m_useArmToSlowDown</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.9</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-3.0 ... 3.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;the degree to which the character will try to stop a barrel roll with his arms</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useZeroPose</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Blends between a zeroPose and the Rollup, Faster the character is rotating the less the zeroPose</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;spinWhenInAir</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Applied cheat forces to spin the character when in the air, the forces are 40% of the forces applied when touching the ground. Be careful little bunny rabbits, the character could spin unnaturally in the air.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;m_armReachAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.4</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 3.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;how much the character reaches with his arms to brace against the ground</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;m_legPush</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;amount that the legs push outwards when tumbling</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;tryToAvoidHeadButtingGround</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Blends between a zeroPose and the Rollup, Faster the character is rotating the less the zeroPose</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armReachLength</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.4</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;the length that the arm reaches and so how much it straightens</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;customRollDir</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;pass in a custom direction in to have the character try and roll in that direction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useCustomRollDir</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;pass in true to use the customRollDir parameter</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stiffnessDecayTarget</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;9.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 20.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The target linear velocity used to start the rolling.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stiffnessDecayTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;time, in seconds, to decay stiffness down to the stiffnessDecayTarget value (or -1 to disable)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;asymmetricalLegs</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0 is no leg asymmetry in 'foetal' position. greater than 0 a asymmetricalLegs-rand(30%), added/minus each joint of the legs in radians. Random number changes about once every roll. 0.4 gives a lot of asymmetry</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;zAxisSpinReduction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Tries to reduce the spin around the z axis. Scale 0 - 1</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;targetLinearVelocityDecayTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.5</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Time for the targetlinearVelocity to decay to zero.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;targetLinearVelocity</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Helper torques are applied to match the spin of the character to the max of targetLinearVelocity and COMVelMag</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;onlyApplyHelperForces</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Don't use rollup if true</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useVelocityOfObjectBelow</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;scale applied cheat forces/torques to (zero) if object underneath character has velocity greater than 1.f</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useRelativeVelocity</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;useVelocityOfObjectBelow uses a relative velocity of the character to the object underneath</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;applyFoetalToLegs</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if true, use rollup for upper body and a kind of foetal behavior for legs</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;movementLegsInFoetalPosition</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.30</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Only used if applyFoetalToLegs = true : define the variation of angles for the joints of the legs</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;maxAngVelAroundFrontwardAxis</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;2.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Only used if applyNewRollingCheatingTorques or applyHelPerTorqueToAlign defined to true : maximal angular velocity around frontward axis of the pelvis to apply cheating torques.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;minAngVel</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.5</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Only used if applyNewRollingCheatingTorques or applyHelPerTorqueToAlign defined to true : minimal angular velocity of the roll to apply cheating torques</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;applyNewRollingCheatingTorques</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if true will use the new way to apply cheating torques (like in fallOverWall), otherwise will use the old way</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;maxAngVel</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;5.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Only used if applyNewRollingCheatingTorques defined to true : maximal angular velocity of the roll to apply cheating torque</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;magOfTorqueToRoll</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;50.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 500.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Only used if applyNewRollingCheatingTorques defined to true : magnitude of the torque to roll down the stairs</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;applyHelPerTorqueToAlign</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;apply torque to align the body orthogonally to the direction of the roll</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;delayToAlignBody</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.2</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Only used if applyHelPerTorqueToAlign defined to true : delay to start to apply torques</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;magOfTorqueToAlign</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;50.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 500.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Only used if applyHelPerTorqueToAlign defined to true : magnitude of the torque to align orthogonally the body</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;airborneReduction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.85</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Ordinarily keep at 0.85. Make this lower if you want spinning in the air.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;applyMinMaxFriction</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Pass-through to Roll Up. Controls whether or not behaviour enforces min/max friction.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;limitSpinReduction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Scale zAxisSpinReduction back when rotating end-over-end (somersault) to give the body a chance to align with the axis of rotation.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=shot><h3><a href="#quicklink">shot:</a></h3></a> shot: Behaviour when shot by a gun. General affect is to reach for the body part and stagger... weakening only when given a shot_relax message.<br>You can be shot after hitting the ground and the character will react.<br>Arms that are not holding or injured will flail to maintain balance.<br>The character weakens briefly on each shot so as to emphasize the effect of each shot.<br>BEHAVIOURS CALLED: HeadLook. SpineTwist. ArmsWindmill. ArmsWindmillAdaptive(underWater arms), BodyWrithe(underwater), RollUp. CatchFall, DynamicBalancer (no behaviour message). StaggerFall. BalancerCollisionsReaction, PointGun<br>bodyParts: wholeBody<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bodyStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;11.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.00 ... 16.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness of body. Feeds through to roll_up</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;spineDamping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;stiffness of body. Feeds through to roll_up</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;10.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.00 ... 16.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;arm stiffness</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;initialNeckStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;14.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;3.00 ... 16.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;initial stiffness of neck after being shot.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;initialNeckDamping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;intial damping of neck after being shot.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;neckStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;14.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;3.00 ... 16.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;stiffness of neck.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;neckDamping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;damping of neck.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;kMultOnLoose</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;how much to add to upperbody stiffness dependent on looseness</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;kMult4Legs</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;how much to add to leg stiffnesses dependent on looseness</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;loosenessAmount</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;how loose the character is made by a newBullet. between 0 and 1</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;looseness4Fall</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;how loose the character is made by a newBullet if falling</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;looseness4Stagger</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;how loose the upperBody of the character is made by a newBullet if staggerFall is running (and not falling). Note atm the neck ramp values are ignored in staggerFall</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;minArmsLooseness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;minimum looseness to apply to the arms</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;minLegsLooseness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;minimum looseness to apply to the Legs</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;grabHoldTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;how long to hold for before returning to relaxed arm position</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;spineBlendExagCPain</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;true: spine is blended with zero pose, false: spine is blended with zero pose if not setting exag or cpain</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;spineBlendZero</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.60</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.10 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;spine is always blended with zero pose this much and up to 1 as the character become stationary. If negative no blend is ever applied.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;bulletProofVest</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;looseness applied to spine is different if bulletProofVest is true</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;alwaysResetLooseness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;looseness always reset on shotNewBullet even if previous looseness ramp still running. Except for the neck which has it's own ramp.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;alwaysResetNeckLooseness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Neck looseness always reset on shotNewBullet even if previous looseness ramp still running</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;angVelScale</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;How much to scale the angular velocity coming in from animation of a part if it is in angVelScaleMask (otherwise scale by 1.0)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;angVelScaleMask</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;fb</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Parts to scale the initial angular velocity by angVelScale (otherwize scale by 1.0)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;flingWidth</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Width of the fling behaviour.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;flingTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.60</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Duration of the fling behaviour.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;timeBeforeReachForWound</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;time, in seconds, before the character begins to grab for the wound on the first hit</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;exagDuration</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;exaggerate bullet duration (at exagMag/exagTwistMag)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;exagMag</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;exaggerate bullet spine Lean magnitude</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;exagTwistMag</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;exaggerate bullet spine Twist magnitude</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;exagSmooth2Zero</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;exaggerate bullet duration ramping to zero after exagDuration</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;exagZeroTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;exaggerate bullet time spent at 0 spine lean/twist after exagDuration + exagSmooth2Zero</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;cpainSmooth2Time</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;conscious pain duration ramping from zero to cpainMag/cpainTwistMag</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;cpainDuration</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;conscious pain duration at cpainMag/cpainTwistMag after cpainSmooth2Time</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;cpainMag</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;conscious pain spine Lean(back/Forward) magnitude (Replaces spinePainMultiplier)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;cpainTwistMag</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;conscious pain spine Twist/Lean2Side magnitude Replaces spinePainTwistMultiplier)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;cpainSmooth2Zero</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;conscious pain ramping to zero after cpainSmooth2Time + cpainDuration (Replaces spinePainTime)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;crouching</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;is the guy crouching or not</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;chickenArms</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Type of reaction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;reachForWound</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Type of reaction</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fling</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Type of reaction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;allowInjuredArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;injured arm code runs if arm hit (turns and steps and bends injured arm)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;allowInjuredLeg</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;when false injured leg is not bent and character does not bend to reach it</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;allowInjuredLowerLegReach</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;when false don't try to reach for injured Lower Legs (shins/feet)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;allowInjuredThighReach</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;when false don't try to reach for injured Thighs</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stableHandsAndNeck</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;additional stability for hands and neck (less loose)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;melee</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fallingReaction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 3</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0=Rollup, 1=Catchfall, 2=rollDownStairs, 3=smartFall</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useExtendedCatchFall</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;keep the character active instead of relaxing at the end of the catch fall</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;initialWeaknessZeroDuration</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;duration for which the character's upper body stays at minimum stiffness (not quite zero)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;initialWeaknessRampDuration</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;duration of the ramp to bring the character's upper body stiffness back to normal levels</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;initialNeckDuration</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;duration for which the neck stays at intial stiffness/damping</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;initialNeckRampDuration</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;duration of the ramp to bring the neck stiffness/damping back to normal levels</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useCStrModulation</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if enabled upper and lower body strength scales with character strength, using the range given by parameters below</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;cStrUpperMin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;proportions to what the strength would be normally</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;cStrUpperMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;cStrLowerMin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;cStrLowerMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;deathTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 1000.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;time to death (HACK for underwater). If -ve don't ever die</td>
</tr>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(220, 180, 30);" width = 15%><b>&nbsp;Feedback Type</b></td>
<td style="background-color: rgb(220, 180, 30);" width = 20%><b>&nbsp;Feedback Name</b></td>
<td style="background-color: rgb(220, 180, 30);" ><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;success</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;shot</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Sent when: A) the character has completed relaxing after a shoot or B) when the crouch shoot stopped moving.
</td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;event</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;shot</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Sent when the character finishes looking at his wound.
</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=shotNewBullet><h3><a href="#quicklink">shotNewBullet:</a></h3></a> shotNewBullet: Send new wound information to the shot. Can cause shot to restart it's performance in part or in whole.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bodyPart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 21</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;part ID on the body where the bullet hit</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;localHitPointInfo</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if true then normal and hitPoint should be supplied in local coordinates of bodyPart. If false then normal and hitPoint should be supplied in World coordinates</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;normal</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, -1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Normal coming out of impact point on character. Can be local or global depending on localHitPointInfo</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;hitPoint</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;position of impact on character. Can be local or global depending on localHitPointInfo</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bulletVel</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-2000.0 ... 2000.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;bullet velocity in world coordinates</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=shotSnap><h3><a href="#quicklink">shotSnap:</a></h3></a> shotSnap: set up the snap reaction that the shot has to a newBullet(wound).<br>The character reacts with a snap (torqued bodyParts one way then the opposite) simulating a general shock reflex<br>bodyParts: wholebody selectable using parameters - HOWEVER muscle parmas and desired angles NOT changed.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snap</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Add a Snap to shot.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapMag</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-10.00 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;The magnitude of the reaction</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snapMovingMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 20.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;movingMult*snapMag = The magnitude of the reaction if moving(comVelMag) faster than movingThresh</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapBalancingMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 20.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;balancingMult*snapMag = The magnitude of the reaction if balancing = (not lying on the floor/ not upper body not collided) and not airborne</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snapAirborneMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 20.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;airborneMult*snapMag = The magnitude of the reaction if airborne</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapMovingThresh</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 20.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If moving(comVelMag) faster than movingThresh then mvingMult applied to stunMag</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snapDirectionRandomness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapLeftArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;snap the leftArm.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snapRightArm</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;snap the rightArm.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapLeftLeg</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;snap the leftLeg.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snapRightLeg</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;snap the rightLeg.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapSpine</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;snap the spine.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snapNeck</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;snap the neck.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapPhasedLegs</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Legs are either in phase with each other or not</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snapHipType</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;type of hip reaction 0=none, 1=side2side 2=steplike</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapUseBulletDir</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Legs are either in phase with each other or not</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;snapHitPart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Snap only around the wounded part//mmmmtodo check whether bodyPart doesn't have to be remembered for unSnap</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;unSnapInterval</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.010</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 100.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Interval before applying reverse snap</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;unSnapRatio</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 100.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The magnitude of the reverse snap</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;snapUseTorques</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;use torques to make the snap otherwise use a change in the parts angular velocity</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=shotShockSpin><h3><a href="#quicklink">shotShockSpin:</a></h3></a> shotShockSpin: configure the shockSpin effect in shot. Spin/Lift the character using cheat torques/forces<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;addShockSpin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if enabled, add a short 'shock' of torque to the character's spine to exaggerate bullet impact</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;randomizeShockSpinDirection</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;for use with close-range shotgun blasts, or similar</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;alwaysAddShockSpin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;if true, apply the shock spin no matter which body component was hit. otherwise only apply if the spine or clavicles get hit</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;shockSpinMin</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;50.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1000.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;minimum amount of torque to add if using shock-spin feature</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;shockSpinMax</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;90.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1000.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;maxiumum amount of torque to add if using shock-spin feature</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;shockSpinLiftForceMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;if greater than 0, apply a force to lift the character up while the torque is applied, trying to produce a dramatic spun/twist shotgun-to-the-chest effect. this is a scale of the torque applied, so 8.0 or so would give a reasonable amount of lift</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;shockSpinDecayMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;4.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;multiplier used when decaying torque spin over time</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;shockSpinScalePerComponent</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.5</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;torque applied is scaled by this amount across the spine components - spine2 recieving the full amount, then 3 and 1 and finally 0. each time, this value is used to scale it down. 0.5 means half the torque each time.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;shockSpinMaxTwistVel</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.0 ... 200.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;shock spin ends when twist velocity is greater than this value (try 6.0). If set to -1 does not stop</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;shockSpinScaleByLeverArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;shock spin scales by lever arm of bullet i.e. bullet impact point to centre line</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;shockSpinAirMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;shockSpin's torque is multipied by this value when both the character's feet are not in contact</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;shockSpin1FootMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;shockSpin's torque is multipied by this value when the one of the character's feet are not in contact</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;shockSpinFootGripMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;shockSpin scales the torques applied to the feet by footSlipCompensation</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;bracedSideSpinMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0 ... 5.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If shot on a side with a forward foot and both feet are on the ground and balanced, increase the shockspin to compensate for the balancer naturally resisting spin to that side</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=shotFallToKnees><h3><a href="#quicklink">shotFallToKnees:</a></h3></a> shotFallToKnees: configure the fall to knees shot.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fallToKnees</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Type of reaction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ftkAlwaysChangeFall</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Always change fall behaviour. If false only change when falling forward</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;ftkBalanceTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 5.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;How long the balancer runs for before fallToKnees starts</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ftkHelperForce</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;200.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 2000.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Hip helper force magnitude - to help character lean over balance point of line between toes</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;ftkHelperForceOnSpine</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Helper force applied to spine3 aswell</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ftkLeanHelp</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.050</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 0.30</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Help balancer lean amount - to help character lean over balance point of line between toes. Half of this is also applied as hipLean</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;ftkSpineBend</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.20 ... 0.30</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Bend applied to spine when falling from knees. (+ve forward - try -0.1) (only if rds called)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ftkStiffSpine</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Stiffen spine when falling from knees (only if rds called)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;ftkImpactLooseness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Looseness (muscleStiffness = 1.01f - m_parameters.ftkImpactLooseness) applied to upperBody on knee impacts</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ftkImpactLoosenessTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-0.10 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Time that looseness is applied after knee impacts</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;ftkBendRate</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 4.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Rate at which the legs are bent to go from standing to on knees</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ftkHipBlend</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Blend from current hip to balancing on knees hip angle</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;ftkLungeProb</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Probability that a lunge reaction will be allowed</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ftkKneeSpin</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;When on knees allow some spinning of the character. If false then the balancers' footSlipCompensation remains on and tends to keep the character facing the same way as when it was balancing.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;ftkFricMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 5.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Multiplier on the reduction of friction for the feet based on angle away from horizontal - helps the character fall to knees quicker</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ftkHipAngleFall</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Apply this hip angle when the character starts to fall backwards when on knees</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;ftkPitchForwards</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.50 ... 0.50</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Hip pitch applied (+ve forward, -ve backwards) if character is falling forwards on way down to it's knees</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ftkPitchBackwards</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-0.50 ... 0.50</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Hip pitch applied (+ve forward, -ve backwards) if character is falling backwards on way down to it's knees</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;ftkFallBelowStab</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 15.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Balancer instability below which the character starts to bend legs even if it isn't going to fall on to it's knees (i.e. if going backwards). 0.3 almost ensures a fall to knees but means the character will keep stepping backward until it slows down enough.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ftkBalanceAbortThreshold</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 4.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;when the character gives up and goes into a fall</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;ftkOnKneesArmType</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Type of arm response when on knees falling forward 0=useFallArms (from RollDownstairs or catchFall), 1= armsIn, 2=armsOut</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ftkReleaseReachForWound</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 5.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Release the reachForWound this amount of time after the knees have hit. If LT 0.0 then keep reaching for wound regardless of fall/onground state.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;ftkReachForWound</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;true = Keep reaching for wound regardless of fall/onground state. false = respect the shotConfigureArms params: reachFalling, reachFallingWithOneHand, reachOnFloor</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ftkReleasePointGun</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Override the pointGun when knees hit</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;ftkFailMustCollide</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The upper body of the character must be colliding and other failure conditions met to fail</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=shotFromBehind><h3><a href="#quicklink">shotFromBehind:</a></h3></a> shotFromBehind: configure the shot from behind reaction<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;shotFromBehind</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Type of reaction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;sfbSpineAmount</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;4.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;SpineBend.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;sfbNeckAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Neck Bend.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;sfbHipAmount</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;hip Pitch</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;sfbKneeAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.050</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;knee bend</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;sfbPeriod</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.010 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;shotFromBehind reaction period after being shot</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;sfbForceBalancePeriod</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of time not taking a step</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;sfbArmsOnset</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;amount of time before applying spread out arms pose</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;sfbKneesOnset</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of time before bending knees a bit</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;sfbNoiseGain</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Controls additional independent randomized bending of left/right elbows</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;sfbIgnoreFail</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 3</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0=balancer fails as normal, 1= ignore backArchedBack and leanedTooFarBack balancer failures, 2= ignore backArchedBack balancer failure only, 3= ignore leanedTooFarBack balancer failure only</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=shotInGuts><h3><a href="#quicklink">shotInGuts:</a></h3></a> shotInGuts: configure the shot in guts reaction<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;shotInGuts</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Type of reaction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;sigSpineAmount</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;SpineBend.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;sigNeckAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Neck Bend.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;sigHipAmount</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;hip Pitch</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;sigKneeAmount</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.050</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;knee bend</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;sigPeriod</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.010 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;active time after being shot</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;sigForceBalancePeriod</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of time not taking a step</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;sigKneesOnset</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;amount of time not taking a step</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=shotHeadLook><h3><a href="#quicklink">shotHeadLook:</a></h3></a> shotHeadLook: configure the headlook in shot.<br>Head will look at wound or headLookPos(if headlookPos = 0 then either velocity direction if not backwards or just looks forward) alternatively for a random amount of time between headLookAtHeadPosMinTimer and headLookAtHeadPosMaxTimer. Initially will look at wound for random betweeen headLookWoundMinTimer and headLookWoundMaxTimer secs.<br>To not look at wound set headLookAtHeadPosMinTimer and headLookAtHeadPosMaxTimer to 0.0<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useHeadLook</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Use headLook. Default: looks at provided target or if this is zero - looks forward or in velocity direction. If reachForWound is enabled, switches between looking at the wound and at the default target.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;headLook</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;position to look at with headlook flag</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;headLookAtWoundMinTimer</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.250</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Min time to look at wound</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;headLookAtWoundMaxTimer</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.80</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Max time to look at wound</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;headLookAtHeadPosMaxTimer</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.70</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Min time to look headLook or if zero - forward or in velocity direction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;headLookAtHeadPosMinTimer</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.60</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Max time to look headLook or if zero - forward or in velocity direction</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=shotConfigureArms><h3><a href="#quicklink">shotConfigureArms:</a></h3></a> shotConfigureArms: configure the arm reactions in shot<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;brace</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;blind brace with arms if appropriate</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;pointGun</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Point gun if appropriate.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useArmsWindmill</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;armsWindmill if going backwards fast enough</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;releaseWound</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;release wound if going sideways/forward fast enough. 0 = don't. 1 = only if bracing. 2 = any default arm reaction</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;reachFalling</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;reachForWound when falling 0 = false, 1 = true, 2 = once per shot performance</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;reachFallingWithOneHand</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 3</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Force character to reach for wound with only one hand when falling or fallen. 0= allow 2 handed reach, 1= left only if 2 handed possible, 2= right only if 2 handed possible, 3 = one handed but automatic (allows switching of hands)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;reachOnFloor</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;reachForWound when on floor - 0 = false, 1 = true, 2 = once per shot performance</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;alwaysReachTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Inhibit arms brace for this amount of time after reachForWound has begun</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;AWSpeedMult</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;For armsWindmill, multiplier on character speed - increase of speed of circling is proportional to character speed (max speed of circliing increase = 1.5). eg. lowering the value increases the range of velocity that the 0-1.5 is applied over</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;AWRadiusMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;For armsWindmill, multiplier on character speed - increase of radii is proportional to character speed (max radius increase = 0.45). eg. lowering the value increases the range of velocity that the 0-0.45 is applied over</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;AWStiffnessAdd</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;4.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;For armsWindmill, added arm stiffness ranges from 0 to AWStiffnessAdd</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;reachWithOneHand</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Force character to reach for wound with only one hand. 0= allow 2 handed reach, 1= left only if 2 handed possible, 2= right only if 2 handed possible</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;allowLeftPistolRFW</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Allow character to reach for wound with left hand if holding a pistol. It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;allowRightPistolRFW</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Allow character to reach for wound with right hand if holding a pistol. It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rfwWithPistol</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Override pointGun and reachForWound if desired if holding a pistol. It never will for a rifle</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fling2</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Type of reaction</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fling2Left</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Fling the left arm</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fling2Right</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Fling the right arm</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fling2OverrideStagger</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Override stagger arms even if staggerFall:m_upperBodyReaction = true</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fling2TimeBefore</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Time after hit that the fling will start (allows for a bit of loose arm movement from bullet impact.snap etc)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fling2Time</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Duration of the fling behaviour.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fling2MStiffL</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.950</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.50</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;MuscleStiffness of the left arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fling2MStiffR</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1.50</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;MuscleStiffness of the right arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fling2RelaxTimeL</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Maximum time before the left arm relaxes in the fling. It will relax automatically when the arm has completed it's bent arm fling. This is what causes the arm to straighten.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fling2RelaxTimeR</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Maximum time before the right arm relaxes in the fling. It will relax automatically when the arm has completed it's bent arm fling. This is what causes the arm to straighten.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fling2AngleMinL</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.50 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Min fling angle for left arm. Fling angle is random in the range fling2AngleMin:fling2AngleMax. Angle of fling in radians measured from the body horizontal sideways from shoulder. positive is up, 0 shoulder level, negative down</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fling2AngleMaxL</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.50 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Max fling angle for left arm</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fling2AngleMinR</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.50 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Min fling angle for right arm.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fling2AngleMaxR</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.50 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Max fling angle for right arm</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fling2LengthMinL</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.250</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.250 ... 0.60</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Min left arm length. Armlength is random in the range fling2LengthMin:fling2LengthMax. Armlength maps one to one with elbow angle. (These values are scaled internally for the female character)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fling2LengthMaxL</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.60</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.250 ... 0.60</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Max left arm length.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fling2LengthMinR</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.250</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.250 ... 0.60</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Min right arm length.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fling2LengthMaxR</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.60</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.250 ... 0.60</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Max right arm length.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;bust</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Has the character got a bust. If so then cupBust (move bust reach targets below bust) or bustElbowLift and cupSize (stop upperArm penetrating bust and move bust targets to surface of bust) are implemented.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bustElbowLift</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Lift the elbows up this much extra to avoid upper arm penetrating the bust (when target hits spine2 or spine3)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;cupSize</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Amount reach target to bust (spine2) will be offset forward by</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;cupBust</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;All reach targets above or on the bust will cause a reach below the bust. (specifically moves spine3 and spine2 targets to spine1). bustElbowLift and cupSize are ignored.</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=smartFall><h3><a href="#quicklink">smartFall:</a></h3></a> smartFall: Clone of High Fall with a wider range of operating conditions.<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bodyStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;11.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.00 ... 16.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness of body. Value feeds through to bodyBalance (synched with defaults), to armsWindmill (14 for this value at default ), legs pedal, head look and roll down stairs directly</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;bodydamping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 3.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;The damping of the joints.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;catchfalltime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.300</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;The length of time before the impact that the character transitions to the landing.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;crashOrLandCutOff</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.8680</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0.52angle is 0.868 dot//A threshold for deciding how far away from upright the character needs to be before bailing out (going into a foetal) instead of trying to land (keeping stretched out). NB: never does bailout if ignorWorldCollisions true</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;pdStrength</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Strength of the controller to keep the character at angle aimAngleBase from vertical.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;pdDamping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 5.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Damping multiplier of the controller to keep the character at angle aimAngleBase from vertical. The actual damping is pdDamping*pdStrength*constant*angVel.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armAngSpeed</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;7.850</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 20.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;arm circling speed in armWindMillAdaptive</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armAmplitude</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;in armWindMillAdaptive</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armPhase</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;3.10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 6.283185</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;in armWindMillAdaptive 3.1 opposite for stuntman. 1.0 old default. 0.0 in phase.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armBendElbows</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;in armWindMillAdaptive bend the elbows as a function of armAngle. For stuntman true otherwise false.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legRadius</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.010 ... 0.50</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;radius of legs on pedal</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legAngSpeed</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;7.850</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 15.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;in pedal</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;legAsymmetry</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;4.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-10.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0.0 for stuntman. Random offset applied per leg to the angular speed to desynchronise the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;arms2LegsPhase</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 6.50</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;phase angle between the arms and legs circling angle</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;arms2LegsSync</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 2</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0=not synched, 1=always synched, 2= synch at start only. Synchs the arms angle to what the leg angle is. All speed/direction parameters of armswindmill are overwritten if = 1. If 2 and you want synced arms/legs then armAngSpeed=legAngSpeed, legAsymmetry = 0.0 (to stop randomizations of the leg cicle speed)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armsUp</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-3.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-4.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Where to put the arms when preparing to land. Approx 1 = above head, 0 = head height, -1 = down. LT -2.0 use catchFall arms, LT -3.0 use prepare for landing pose if Agent is due to land vertically, feet first.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;orientateBodyToFallDirection</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;toggle to orientate to fall direction. i.e. orientate so that the character faces the horizontal velocity direction</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;orientateTwist</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If false don't worry about the twist angle of the character when orientating the character. If false this allows the twist axis of the character to be free (You can get a nice twisting highFall like the one in dieHard 4 when the car goes into the helicopter)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;orientateMax</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;300.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 2000.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;DEVEL parameter - suggest you don't edit it. Maximum torque the orientation controller can apply. If 0 then no helper torques will be used. 300 will orientate the character soflty for all but extreme angles away from aimAngleBase. If abs (current -aimAngleBase) is getting near 3.0 then this can be reduced to give a softer feel.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;alanRickman</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;If true then orientate the character to face the point from where it started falling. HighFall like the one in dieHard with Alan Rickman</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fowardRoll</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Try to execute a forward Roll on landing</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useZeroPose_withFowardRoll</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Blend to a zero pose when forward roll is attempted.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;aimAngleBase</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.180</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-3.141593 ... 3.141593</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Angle from vertical the pdController is driving to ( positive = forwards)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;fowardVelRotation</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-0.020</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;scale to add/subtract from aimAngle based on forward speed (Internal)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;footVelCompScale</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.050</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Scale to change to amount of vel that is added to the foot ik from the velocity (Internal)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;sideD</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;sideoffset for the feet during prepareForLanding. +ve = right.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;fowardOffsetOfLegIK</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Forward offset for the feet during prepareForLanding</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legL</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Leg Length for ik (Internal)//unused</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;catchFallCutOff</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.8780</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;0.5angle is 0.878 dot. Cutoff to go to the catchFall ( internal) //mmmtodo do like crashOrLandCutOff</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;legStrength</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;12.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;6.00 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Strength of the legs at landing</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;balance</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;If true have enough strength to balance. If false not enough strength in legs to balance (even though bodyBlance called)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;ignorWorldCollisions</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Never go into bailout (foetal)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;adaptiveCircling</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stuntman type fall. Arm and legs circling direction controlled by angmom and orientation</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;hula</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;With stuntman type fall. Hula reaction if can't see floor and not rotating fast</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;maxSpeedForRecoverableFall</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;15.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Character needs to be moving less than this speed to consider fall as a recoverable one.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;minSpeedForBrace</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;10.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Character needs to be moving at least this fast horizontally to start bracing for impact if there is an object along its trajectory.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;landingNormal</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.60</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Ray-cast normal doted with up direction has to be greater than this number to consider object flat enough to land on it.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rdsForceMag</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.80</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rdsTargetLinVeDecayTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.5</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;RDS: Time for the targetlinearVelocity to decay to zero.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rdsTargetLinearVelocity</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 30.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;RDS: Helper torques are applied to match the spin of the character to the max of targetLinearVelocity and COMVelMag. -1 to use initial character velocity.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rdsUseStartingFriction</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Start Catch Fall/RDS state with specified friction. Catch fall will overwrite based on setFallingReaction.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rdsStartingFriction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Catch Fall/RDS starting friction. Catch fall will overwrite based on setFallingReaction.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rdsStartingFrictionMin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Catch Fall/RDS starting friction minimum. Catch fall will overwrite based on setFallingReaction.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rdsForceVelThreshold</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;10.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 100.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Velocity threshold under which RDS force mag will be applied.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;initialState</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 7</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Force initial state (used in vehicle bail out to start SF_CatchFall (6) earlier.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;changeExtremityFriction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Allow friction changes to be applied to the hands and feet.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;teeter</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Set up an immediate teeter in the direction of trave if initial state is SF_Balance.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;teeterOffset</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Offset the default Teeter edge in the direction of travel. Will need to be tweaked depending on how close to the real edge AI tends to trigger the behaviour.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stopRollingTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Time in seconds before ped should start actively trying to stop rolling.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;reboundScale</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 2.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Scale for rebound assistance. 0=off, 1=very bouncy, 2=jbone crazy Try 0.5?</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;reboundMask</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;string</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;uk</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Part mask to apply rebound assistance.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;forceHeadAvoid</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Force head avoid to be active during Catch Fall even when character is not on the ground.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;cfZAxisSpinReduction</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Pass-through parameter for Catch Fall spin reduction. Increase to stop more spin. 0..1.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;splatWhenStopped</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Transition to splat state when com vel is below value, regardless of character health or fall velocity. Set to zero to disable.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;blendHeadWhenStopped</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 100.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Blend head to neutral pose com vel approaches zero. Linear between zero and value. Set to zero to disable.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;spreadLegs</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Spread legs amount for Pedal during fall.</td>
</tr>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(220, 180, 30);" width = 15%><b>&nbsp;Feedback Type</b></td>
<td style="background-color: rgb(220, 180, 30);" width = 20%><b>&nbsp;Feedback Name</b></td>
<td style="background-color: rgb(220, 180, 30);" ><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;failure</td>
<td style="background-color: rgb(234, 220, 210);" width = 10%>&nbsp;smartFall</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Sent when the character has come to a rest lying on the ground.
</td>
</tr>
<tr>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;success</td>
<td style="background-color: rgb(255, 245, 240);" width = 10%>&nbsp;smartFall</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Sent when the character has come to a rest standing up.
</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=staggerFall><h3><a href="#quicklink">staggerFall:</a></h3></a> staggerFall: This provides a staggerFall behaviour. The character tries to keep it's momentum going/increasing and weakens eventually leading to<br>falling over.<br><br>BEHAVIOURS CALLED: DynamicBalancer. HeadLook. CatchFall. RollDownstairs. ArmsWindmillAdaptive.<br>BEHAVIOURS REFERENCED: Shot (allow shot to do arms if shot Param braceArms=true), BalancerCollisionsReaction, Yanked (don't call RollDownstairs if yanked is running)<br>BEHAVIOURS MODIFIED: BalancerCollisionsReaction<br>BodyParts: WholeBody or lowerBody(upperBodyReaction = false)<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;12.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness of arms. catch_fall's stiffness scales with this value, but has default values when this is default</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armDamping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Sets damping value for the arms</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;spineDamping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;spineStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;10.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armStiffnessStart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;3.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;armStiffness during the yanked timescale ie timeAtStartValues</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armDampingStart</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;armDamping during the yanked timescale ie timeAtStartValues</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;spineDampingStart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;spineDamping during the yanked timescale ie timeAtStartValues</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;spineStiffnessStart</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;3.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;spineStiffness during the yanked timescale ie timeAtStartValues</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;timeAtStartValues</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;time spent with Start values for arms and spine stiffness and damping ie for whiplash efffect</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rampTimeFromStartValues</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;time spent ramping from Start to end values for arms and spine stiffness and damping ie for whiplash efffect (occurs after timeAtStartValues)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;staggerStepProb</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Probability per step of time spent in a stagger step</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;stepsTillStartEnd</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;2</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0 ... 100</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;steps taken before lowerBodyStiffness starts ramping down by perStepReduction1</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;timeStartEnd</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;100.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 100.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;time from start of behaviour before lowerBodyStiffness starts ramping down for rampTimeToEndValues to endValues</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rampTimeToEndValues</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;lowerBodyStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;13.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;lowerBodyStiffness should be 12</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;lowerBodyStiffnessEnd</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;8.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;lowerBodyStiffness at end</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;predictionTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;amount of time (seconds) into the future that the character tries to step to. bigger values try to recover with fewer, bigger steps. smaller values recover with smaller steps, and generally recover less.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;perStepReduction1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;LowerBody stiffness will be reduced every step to make the character fallover</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanInDirRate</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;leanInDirection will be increased from 0 to leanInDirMax linearly at this rate</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leanInDirMaxF</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.10</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Max of leanInDirection magnitude when going forwards</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanInDirMaxB</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.30</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Max of leanInDirection magnitude when going backwards</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leanHipsMaxF</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Max of leanInDirectionHips magnitude when going forwards</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanHipsMaxB</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Max of leanInDirectionHips magnitude when going backwards</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;lean2multF</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-5.00 ... 5.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Lean of spine to side in side velocity direction when going forwards</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;lean2multB</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-2.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-5.00 ... 5.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Lean of spine to side in side velocity direction when going backwards</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;pushOffDist</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.20</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;amount stance foot is behind com in the direction of velocity before the leg tries to pushOff to increase momentum. Increase to lower the probability of the pushOff making the character bouncy</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;maxPushoffVel</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;20.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-20.0 ... 20.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stance leg will only pushOff to increase momentum if the vertical hip velocity is less than this value. 0.4 seems like a good value. The higher it is the the less this functionality is applied. If it is very low or negative this can stop the pushOff altogether</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;hipBendMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-10.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;hipBend scaled with velocity</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;alwaysBendForwards</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;bend forwards at the hip (hipBendMult) whether moving backwards or forwards</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;spineBendMult</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.40</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-10.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;spine bend scaled with velocity</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useHeadLook</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;enable and provide a look-at target to make the character's head turn to face it while balancing, balancer default is 0.2</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;headLookPos</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;position of thing to look at</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;headLookInstanceIndex</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;level index of thing to look at</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;headLookAtVelProb</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Probability [0-1] that headLook will be looking in the direction of velocity when stepping</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;turnOffProb</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Weighted Probability that turn will be off. This is one of six turn type weights.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;turn2TargetProb</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Weighted Probability of turning towards headLook target. This is one of six turn type weights.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;turn2VelProb</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Weighted Probability of turning towards velocity. This is one of six turn type weights.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;turnAwayProb</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Weighted Probability of turning away from headLook target. This is one of six turn type weights.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;turnLeftProb</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Weighted Probability of turning left. This is one of six turn type weights.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;turnRightProb</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Weighted Probability of turning right. This is one of six turn type weights.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useBodyTurn</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;enable and provide a positive bodyTurnTimeout and provide a look-at target to make the character turn to face it while balancing</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;upperBodyReaction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;enable upper body reaction ie blindBrace and armswindmill</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=teeter><h3><a href="#quicklink">teeter:</a></h3></a> teeter: Will teeter at the edge of a building. Use with shot, bodyBalance, flinch (staggerFall doesn't do too well with it at the moment)<br>Will do a high fall if the balancer fails over the edge.<br><br>New teeter logic relies heavily on a time-to-edge metric. The xTime parameters are thresholds against this value<br><br>BEHAVIOURS CALLED: SpineTwist, ArmsWindmill, BodyBalance(deactivated only), Catchfall(deactivated only), bodyWrithe, HeadLook, HighFall<br>BEHAVIOURS REFERENCED: BalancerCollisionsReaction, Catchfall, DynamicBalancer, Grab<br>BEHAVIOURS MODIFIED: DynamicBalancer, RollDownStairs<br><br>BodyParts: wholeBody<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;edgeLeft</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;39.470, 38.890, 21.120</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Defines the left edge point (left of character facing edge)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;edgeRight</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;39.470, 39.890, 21.120</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Defines the right edge point (right of character facing edge)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useExclusionZone</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stop stepping across the line defined by edgeLeft and edgeRight</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useHeadLook</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;callHighFall</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;call highFall if fallen over the edge. If false just call blended writhe (to go over the top of the fall behaviour of the underlying behaviour e.g. bodyBalance)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leanAway</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;lean away from the edge based on velocity towards the edge (if closer than 2m from edge)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;preTeeterTime</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.00</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Time-to-edge threshold to start pre-teeter (windmilling, etc).</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;leanAwayTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Time-to-edge threshold to start leaning away from a potential fall.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;leanAwayScale</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.50</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.00 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Scales stay upright lean and hip pitch.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;teeterTime</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.00</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.00 ... 10.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Time-to-edge threshold to start full-on teeter (more aggressive lean, drop-and-twist, etc).</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=upperBodyFlinch><h3><a href="#quicklink">upperBodyFlinch:</a></h3></a> upperBodyFlinch: Will brace arms and twist head and body in reaction to medium speed incoming object from a point(xd,yd,zd).<br>It will lead with the nearest hand to the incoming object if no hand or both hands are specified. Will look at the target.<br>Note: there is no logic about when/when not to brace.<br>Note: lowerBody reaction is foetal like if the balancer has failed<br><br>BEHAVIOURS CALLED: SpineTwist, HeadLook<br>BEHAVIOURS MODIFIED: DynamicBalancer (turn, height)<br>BodyParts: wholeBody (selectable useRightArm, useLeftArm)<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;handDistanceLeftRight</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Left-Right distance between the hands</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;handDistanceFrontBack</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.06</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Front-Back distance between the hands</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;handDistanceVertical</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Vertical distance between the hands</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;bodyStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;11.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;stiffness of body. Value carries over to head look, spine twist</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;bodyDamping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;damping value used for upper body</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;backBendAmount</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-0.55</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Amount to bend the back during the flinch</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useRightArm</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Toggle to use the right arm.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;useLeftArm</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Toggle to Use the Left arm</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;noiseScale</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Amplitude of the perlin noise applied to the arms positions in the flicnh to the front part of the behaviour.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;newHit</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Relaxes the character for 1 frame if set.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;protectHeadToggle</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Always protect head. Note if false then character flinches if target is in front, protects head if target is behind</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;dontBraceHead</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;don't protect head only brace from front. Turned on by bcr</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;applyStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Turned of by bcr</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;headLookAwayFromTarget</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Look away from target (unless protecting head then look between feet)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useHeadLook</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;true</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Use headlook</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;turnTowards</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-2 ... 2</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;ve balancer turn Towards, negative balancer turn Away, 0 balancer won't turn. NB.There is a 50% chance that the character will not turn even if this parameter is set to turn</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;pos</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;position in world-space of object to flinch from</td>
</tr>
</table>
</p><br><HR><br>
<p><A name=yanked><h3><a href="#quicklink">yanked:</a></h3></a> yanked: This provides a yanked behaviour. Used in RDR for a lasso reaction - lasso was either on upperTorso nr spine2/3 or around both feet.<br>To provide a whiplash effect from the force applied the stiffness/damping of the upper body can be at a start value for a specified time then it is ramped up from this value to the final value over a specified time.<br>Blindly tries to grab at where a rope around upper torso would be.<br>Tries to twist and turn /Leans hips against direction of yank - as though struggling.<br>Modifies friction on feet to give a sliding effect.<br>On floor: CatchFall with hula/escapologist reaction. Augmented with a roll over behaviour.<br><br>BEHAVIOURS CALLED: DynamicBalance. HeadLook. CatchFall.<br>BEHAVIOURS REFERENCED: StaggerFall<br><br></p>
<p><table class="stat" width = 100%>
<tr>
<td style="background-color: rgb(200, 200, 200);" width = 20%><b>&nbsp;Parameter</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Type</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Default</b></td>
<td style="background-color: rgb(200, 200, 200);" width = 8%><b>&nbsp;Range</b></td>
<td style="background-color: rgb(200, 200, 200);"><b>&nbsp;Description</b></td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;11.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;stiffness of arms when upright.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armDamping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Sets damping value for the arms when upright.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;spineDamping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Spine Damping when upright.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;spineStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;10.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;6.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Spine Stiffness when upright..</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;armStiffnessStart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;3.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;armStiffness during the yanked timescale ie timeAtStartValues</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;armDampingStart</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;armDamping during the yanked timescale ie timeAtStartValues</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;spineDampingStart</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;spineDamping during the yanked timescale ie timeAtStartValues</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;spineStiffnessStart</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;3.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;spineStiffness during the yanked timescale ie timeAtStartValues</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;timeAtStartValues</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.4</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;time spent with Start values for arms and spine stiffness and damping ie for whiplash efffect</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;rampTimeFromStartValues</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.1</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;time spent ramping from Start to end values for arms and spine stiffness and damping ie for whiplash efffect (occurs after timeAtStartValues)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;stepsTillStartEnd</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0 ... 100</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;steps taken before lowerBodyStiffness starts ramping down</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;timeStartEnd</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;100.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 100.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;time from start of behaviour before lowerBodyStiffness starts ramping down by perStepReduction1</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rampTimeToEndValues</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;lowerBodyStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;12.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;lowerBodyStiffness should be 12</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;lowerBodyStiffnessEnd</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;8.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;lowerBodyStiffness at end</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;perStepReduction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.50</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;LowerBody stiffness will be reduced every step to make the character fallover</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;hipPitchForward</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.60</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1.30 ... 1.30</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Amount to bend forward at the hips (+ve forward, -ve backwards). Behaviour switches between hipPitchForward and hipPitchBack</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;hipPitchBack</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.30 ... 1.30</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Amount to bend backwards at the hips (+ve backwards, -ve forwards). Behaviour switches between hipPitchForward and hipPitchBack</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;spineBend</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.70</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 1.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Bend/Twist the spine amount</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;footFriction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Foot friction when standing/stepping. 0.5 gives a good slide sometimes</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;turnThresholdMin</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.60</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-0.10 ... 1.00</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;min angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied.</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;turnThresholdMax</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.60</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-0.10 ... 1.00</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;max angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied.</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;useHeadLook</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;bool</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;false</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;enable and provide a look-at target to make the character's head turn to face it while balancing</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;headLookPos</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;vector3</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0, 0, 0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp; ... </td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;position of thing to look at</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;headLookInstanceIndex</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;int</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-1 ... </td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;level index of thing to look at</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;headLookAtVelProb</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-1.0 ... 1.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Probability [0-1] that headLook will be looking in the direction of velocity when stepping</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;comVelRDSThresh</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;2.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 20.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;for handsAndKnees catchfall ONLY: comVel above which rollDownstairs will start</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;hulaPeriod</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.25</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;0.25 A complete wiggle will take 4*hulaPeriod</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;hipAmplitude</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 4.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Amount of hip movement</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;spineAmplitude</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 4.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Amount of spine movement</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;minRelaxPeriod</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.3</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;-5.0 ... 5.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;wriggle relaxes for a minimum of minRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling)</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;maxRelaxPeriod</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;1.5</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;-5.0 ... 5.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;wriggle relaxes for a maximum of maxRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling)</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;rollHelp</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.5</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Amount of cheat torque applied to turn the character over</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;groundLegStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;11</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Leg Stiffness when on the ground</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;groundArmStiffness</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;11</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Arm Stiffness when on the ground</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;groundSpineStiffness</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;14</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 16.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Spine Stiffness when on the ground</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;groundLegDamping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.5</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Leg Damping when on the ground</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;groundArmDamping</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.5</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Arm Damping when on the ground</td>
</tr>
<tr>
<td style="background-color: rgb(255, 255, 255);" width = 20%>&nbsp;groundSpineDamping</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.5</td>
<td style="background-color: rgb(255, 255, 255);" width = 8%>&nbsp;0.0 ... 2.0</td>
<td style="background-color: rgb(255, 255, 255);" >&nbsp;Spine Damping when on the ground</td>
</tr>
<tr>
<td style="background-color: rgb(234, 234, 234);" width = 20%>&nbsp;groundFriction</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;float</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;8.0</td>
<td style="background-color: rgb(234, 234, 234);" width = 8%>&nbsp;0.0 ... 10.0</td>
<td style="background-color: rgb(234, 234, 234);" >&nbsp;Friction multiplier on bodyParts when on ground. Character can look too slidy with groundFriction = 1. Higher values give a more jerky reation but this seems timestep dependent especially for dragged by the feet.</td>
</tr>
</table>
</p><br><HR><br>
</body>
</html>