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_SkeletalControlBase

Controller 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 control

  • alpha_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 link

  • control_space (BoneControlSpace): [Read-Write] Space to convert transforms into prior to copying components

  • 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-visited

  • propagate_to_children (bool): [Read-Write] If disabled, the translation weight axes are in component-space

  • rotation_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 from

  • target_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-space

  • translation_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)

property scale_weight: float

[Read-Write] Scale weight to copy from source to target (not separated per-axis to avoid non-uniform scales)

Type:

(float)

property translation_weight: Vector

[Read-Write] Per-axis translation weight to copy from source to target.

Type:

(Vector)