unreal.AnimNode_ControlRig¶
- class unreal.AnimNode_ControlRig¶
Bases:
AnimNode_ControlRigBaseAnimation node that allows animation ControlRig output to be used in an animation graph
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: AnimNode_ControlRig.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha(float): [Read-Write] alpha value handleralpha_bool_blend(InputAlphaBoolBlend): [Read-Write]alpha_bool_enabled(bool): [Read-Write]alpha_curve_name(Name): [Read-Write]alpha_input_type(AnimAlphaInputType): [Read-Write]alpha_scale_bias(InputScaleBias): [Read-Write]alpha_scale_bias_clamp(InputScaleBiasClamp): [Read-Write]asset_user_data(Array[AssetUserData]): [Read-Write]control_rig_class(type(Class)): [Read-Write] The class to use for the rig.event_queue(Array[ControlRigAnimNodeEventName]): [Read-Write] The customized event queue to runinput_bones_to_transfer(Array[BoneReference]): [Read-Write] An inclusive list of bones to transfer as part of the input pose transfer phase. If this list is empty all bones will be transferred.lod_threshold(int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visitedoutput_bones_to_transfer(Array[BoneReference]): [Read-Write] An inclusive list of bones to transfer as part of the output pose transfer phase. If this list is empty all bones will be transferred.reset_input_pose_to_initial(bool): [Read-Write] If this is checked the rig’s pose needs to be reset to its initial prior to evaluating the rig.set_ref_pose_from_skeleton(bool): [Read-Write] Override the initial transforms with those taken from the mesh componentsource(PoseLink): [Read-Write]transfer_input_curves(bool): [Read-Write] If this is checked the curves coming from the AnimBP will be transferred into the Control Rig.transfer_input_pose(bool): [Read-Write] If this is checked the bone pose coming from the AnimBP will be transferred into the Control Rig.transfer_pose_in_global_space(bool): [Read-Write] Transferring the pose in global space guarantees a global pose match, while transferring in local space ensures a match of the local transforms. In general transforms only differ if the hierarchy topology differs between the Control Rig and the skeleton used in the AnimBP. Note: Turning this off can potentially improve performance.