unreal.AnimNode_CopyBoneMotion¶
- class unreal.AnimNode_CopyBoneMotion(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, base_pose: ComponentSpacePoseLink = [], base_pose_reference: ComponentSpacePoseLink = [], use_base_pose: bool = False, pose_history_tag: Name = 'None', delay: float = 0.0, translation_offset: Rotator = Ellipsis, rotation_offset: Rotator = Ellipsis, rotation_pivot: Vector = Ellipsis, curve_prefix: Name = 'None', target_curve_name: Name = 'None', target_curve_scale: float = 0.0, target_curve_component: CopyBoneMotion_Component = Ellipsis, target_curve_rotation_axis: AxisType = Ellipsis, translation_scale: Vector = Ellipsis, translation_smoothing_time: float = 0.0, translation_remap_curve: CurveVector = Ellipsis, rotation_scale: float = 0.0, rotation_smoothing_time: float = 0.0, rotation_remap_curve: CurveFloat = Ellipsis, delta_smoothing: bool = False)¶
Bases:
AnimNode_SkeletalControlBaseHighly experimental plugin. There’s a strong chance that this gets replaced with Control Rig functionality after initial exploration.
C++ Source:
Plugin: AnimationLayering
Module: AnimationLayering
File: AnimNode_CopyBoneMotion.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]apply_space(BoneReference): [Read-Write] Bone to use as the reference frame/space for our applied transform delta.If no reference frame is used, the source bone motion will be applied in component space.
base_pose(ComponentSpacePoseLink): [Read-Write] Input pose to copy the motion from.base_pose_reference(ComponentSpacePoseLink): [Read-Write] Reference pose used to calculate a motion delta from the base pose.bone_to_modify(BoneReference): [Read-Write] Name of bone to control. This is the main bone chain to modify from. *component_pose(ComponentSpacePoseLink): [Read-Write] Input linkcopy_space(BoneReference): [Read-Write] Bone to use as the reference frame/space for our copied transform delta.If no reference frame is used, the source bone motion will be copied in component space.
curve_prefix(Name): [Read-Write] Curve prefix used for the animation curves. Format matches those generated by the LayeringMotionExtractorModifierdelay(float): [Read-Write] How much to delay the motion we’re copying. Your Pose History time horizon/duration must be at least this long.delta_smoothing(bool): [Read-Write] Do the smoothing as a delta between input and output poses, instead of a global component space smoothing.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-visitedpose_history_tag(Name): [Read-Write] Tag of the pose history node to use to reference past bone transforms. Your Pose History must include the desired bones used as Source and Copy.rotation_offset(Rotator): [Read-Write] Rotation offset (in degrees) to apply before the rotation deltas.This is useful for changing the direction of motion, relative to our reference frame/bone
rotation_pivot(Vector): [Read-Write] Pivot offset (in local space) to use when applying the rotation.Any non-zero value will cause the target bone to rotate around the pivot, effectively introducing additional translation.
rotation_remap_curve(CurveFloat): [Read-Write]rotation_scale(float): [Read-Write]rotation_smoothing_time(float): [Read-Write]source_bone(BoneReference): [Read-Write] Bone to copy the motion from.target_curve_component(CopyBoneMotion_Component): [Read-Write] Which component of motion we’re outputting to the curve.target_curve_name(Name): [Read-Write] Name of the curve we’re outputting motion to.target_curve_rotation_axis(AxisType): [Read-Write] Axis around which to consider the rotation angle for the curve output.target_curve_scale(float): [Read-Write] Which component of motion we’re outputting to the curve.translation_offset(Rotator): [Read-Write] Offset to use before applying the translation deltas (in degrees).This is useful for changing the direction of motion, relative to our reference frame/bone
translation_remap_curve(CurveVector): [Read-Write]translation_scale(Vector): [Read-Write]translation_smoothing_time(float): [Read-Write]use_base_pose(bool): [Read-Write] Whether to use the input Base Pose. Curves will be used when this is disabled.use_root_space(bool): [Read-Write] Process CopySpace in root space, ignoring root bone rotation when computing the motion delta (Apply space is not impacted by root rotations)
- property base_pose: ComponentSpacePoseLink¶
[Read-Write] Input pose to copy the motion from.
- Type:
- property base_pose_reference: ComponentSpacePoseLink¶
[Read-Write] Reference pose used to calculate a motion delta from the base pose.
- Type:
- property curve_prefix: Name¶
[Read-Write] Curve prefix used for the animation curves. Format matches those generated by the LayeringMotionExtractorModifier
- Type:
(Name)
- property delay: float¶
[Read-Write] How much to delay the motion we’re copying. Your Pose History time horizon/duration must be at least this long.
- Type:
(float)
- property delta_smoothing: bool¶
[Read-Write] Do the smoothing as a delta between input and output poses, instead of a global component space smoothing.
- Type:
(bool)
- property pose_history_tag: Name¶
[Read-Write] Tag of the pose history node to use to reference past bone transforms. Your Pose History must include the desired bones used as Source and Copy.
- Type:
(Name)
- property rotation_offset: Rotator¶
[Read-Write] Rotation offset (in degrees) to apply before the rotation deltas. This is useful for changing the direction of motion, relative to our reference frame/bone
- Type:
(Rotator)
- property rotation_pivot: Vector¶
[Read-Write] Pivot offset (in local space) to use when applying the rotation. Any non-zero value will cause the target bone to rotate around the pivot, effectively introducing additional translation.
- Type:
(Vector)
- property rotation_remap_curve: CurveFloat¶
[Read-Write]
- Type:
- property target_curve_component: CopyBoneMotion_Component¶
[Read-Write] Which component of motion we’re outputting to the curve.
- Type:
- property target_curve_name: Name¶
[Read-Write] Name of the curve we’re outputting motion to.
- Type:
(Name)
- property target_curve_rotation_axis: AxisType¶
[Read-Write] Axis around which to consider the rotation angle for the curve output.
- Type:
(AxisType)
- property target_curve_scale: float¶
[Read-Write] Which component of motion we’re outputting to the curve.
- Type:
(float)
- property translation_offset: Rotator¶
[Read-Write] Offset to use before applying the translation deltas (in degrees). This is useful for changing the direction of motion, relative to our reference frame/bone
- Type:
(Rotator)
- property translation_remap_curve: CurveVector¶
[Read-Write]
- Type: