unreal.AnimNode_Fabrik
¶
- class unreal.AnimNode_Fabrik(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, effector_transform: Transform = Ellipsis)¶
Bases:
AnimNode_SkeletalControlBase
Controller which implements the FABRIK IK approximation algorithm - see http://www.academia.edu/9165835/FABRIK_A_fast_iterative_solver_for_the_Inverse_Kinematics_problem for details
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_Fabrik.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha
(float): [Read-Write] Alpha: Current strength of the skeletal controlalpha_bool_blend
(InputAlphaBoolBlend): [Read-Write] Alpha Bool Blendalpha_bool_enabled
(bool): [Read-Write] Alpha Bool Enabledalpha_curve_name
(Name): [Read-Write] Alpha Curve Namealpha_input_type
(AnimAlphaInputType): [Read-Write] Alpha Input Typealpha_scale_bias
(InputScaleBias): [Read-Write] Alpha Scale Biasalpha_scale_bias_clamp
(InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clampcomponent_pose
(ComponentSpacePoseLink): [Read-Write] Component Pose: Input linkeffector_rotation_source
(BoneRotationSource): [Read-Write] Effector Rotation Sourceeffector_target
(BoneSocketTarget): [Read-Write] Effector Target: If EffectorTransformSpace is a bone, this is the bone to use. *effector_transform
(Transform): [Read-Write] Effector Transform: Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target locationeffector_transform_space
(BoneControlSpace): [Read-Write] Effector Transform Space: Reference frame of Effector Transform.enable_debug_draw
(bool): [Read-Write] Enable Debug Draw: Toggle drawing of axes to debug joint rotationlod_threshold
(int32): [Read-Write] LODThreshold: * Max LOD that this node is allowed to run * For example if you have LODThreadhold 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-visitedmax_iterations
(int32): [Read-Write] Max Iterations: Maximum number of iterations allowed, to control performance.precision
(float): [Read-Write] Precision: Tolerance for final tip location delta from EffectorLocationroot_bone
(BoneReference): [Read-Write] Root Bone: Name of the root bonetip_bone
(BoneReference): [Read-Write] Tip Bone: Name of tip bone