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 run

  • input_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.