unreal.AnimLegIKDefinition
¶
- class unreal.AnimLegIKDefinition¶
Bases:
StructBase
Per foot definitions
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_LegIK.h
Editor Properties: (see get_editor_property/set_editor_property)
enable_knee_twist_correction
(bool): [Read-Write] Enable Knee Twist correction, by comparing Foot FK with Foot IK orientation.enable_rotation_limit
(bool): [Read-Write] If enabled, we prevent the leg from bending backwards and enforce a min compression anglefk_foot_bone
(BoneReference): [Read-Write]foot_bone_forward_axis
(AxisType): [Read-Write] Forward Axis for Foot bone.hinge_rotation_axis
(AxisType): [Read-Write] Hinge Bones Rotation Axis. This is essentially the plane normal for (hip - knee - foot).ik_foot_bone
(BoneReference): [Read-Write]min_rotation_angle
(float): [Read-Write] Only used if bEnableRotationLimit is enabled. Prevents the leg from folding onto itself, and forces at least this angle between Parent and Child bone.num_bones_in_limb
(int32): [Read-Write]twist_offset_curve_name
(Name): [Read-Write] Name of the curve to use as the twist offset angle(in degrees). This is useful for injecting knee motion, while keeping the IK chain’s goal/hand and root/hip locked in place. Reasonable values are usually between -+15 degrees, although this is depends on how far in/out the knee is in the original pose.