unreal.AnimNode_ControlRigBase
¶
- class unreal.AnimNode_ControlRigBase¶
Bases:
AnimNode_CustomProperty
Animation node that allows animation ControlRig output to be used in an animation graph
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: AnimNode_ControlRigBase.h
Editor Properties: (see get_editor_property/set_editor_property)
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.output_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.source
(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.