unreal.AnimNode_HandIKRetargeting
¶
- class unreal.AnimNode_HandIKRetargeting(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, hand_fk_weight: float = 0.0)¶
Bases:
AnimNode_SkeletalControlBase
Node to handle re-targeting of Hand IK bone chain. It looks at position in Mesh Space of Left and Right IK bones, and moves Left and Right IK bones to those. based on HandFKWeight. (0 = favor left hand, 1 = favor right hand, 0.5 = equal weight). This is used so characters of different proportions can handle the same props.
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_HandIKRetargeting.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 linkhand_fk_weight
(float): [Read-Write] Hand FKWeight: Which hand to favor. 0.5 is equal weight for both, 1 = right hand, 0 = left hand.ik_bones_to_move
(Array[BoneReference]): [Read-Write] IKBones to Move: IK Bones to move.left_hand_fk
(BoneReference): [Read-Write] Left Hand FK: Bone for Left Hand FKleft_hand_ik
(BoneReference): [Read-Write] Left Hand IK: Bone for Left Hand IKlod_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-visitedright_hand_fk
(BoneReference): [Read-Write] Right Hand FK: Bone for Right Hand FKright_hand_ik
(BoneReference): [Read-Write] Right Hand IK: Bone for Right Hand IK