unreal.AnimNode_CopyBoneAdvanced¶
- class unreal.AnimNode_CopyBoneAdvanced(component_pose: ComponentSpacePoseLink = [], lod_threshold: int = 0, alpha_input_type: AnimAlphaInputType = Ellipsis, alpha_bool_enabled: bool = False, alpha: float = 0.0, alpha_scale_bias: InputScaleBias = Ellipsis, alpha_bool_blend: InputAlphaBoolBlend = Ellipsis, alpha_curve_name: Name = 'None', alpha_scale_bias_clamp: InputScaleBiasClamp = Ellipsis, translation_weight: Vector = Ellipsis, rotation_weight: float = 0.0, scale_weight: float = 0.0)¶
Bases:
AnimNode_SkeletalControlBaseController to copy a bone’s transform to another one, with individual per-component alphas.
C++ Source:
Plugin: AnimationLayering
Module: AnimationLayering
File: AnimNode_CopyBoneAdvanced.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha(float): [Read-Write] Current strength of the skeletal controlalpha_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]component_pose(ComponentSpacePoseLink): [Read-Write] Input linkcontrol_space(BoneControlSpace): [Read-Write] Space to convert transforms into prior to copying componentslod_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-visitedpropagate_to_children(bool): [Read-Write] If disabled, the translation weight axes are in component-spacerotation_weight(float): [Read-Write] Rotation angle weight to copy from source to target.scale_weight(float): [Read-Write] Scale weight to copy from source to target (not separated per-axis to avoid non-uniform scales)source_bone(BoneReference): [Read-Write] Source Bone Name to get transform fromtarget_bone(BoneReference): [Read-Write] Name of bone to control. This is the main bone chain to modify from.translation_in_custom_bone_space(bool): [Read-Write] If disabled, the translation weight axes are in component-spacetranslation_space_bone(BoneReference): [Read-Write] Name of the bone Translation Weight is relative to.If left empty, the axes are in source bone space. If unchecked, the axes are in component space.
translation_weight(Vector): [Read-Write] Per-axis translation weight to copy from source to target.
- property rotation_weight: float¶
[Read-Write] Rotation angle weight to copy from source to target.
- Type:
(float)