unreal.AnimNode_IKRig¶
- class unreal.AnimNode_IKRig(goals: None = [], 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)¶
Bases:
AnimNode_CustomPropertyAnim Node IKRig
C++ Source:
Plugin: IKRig
Module: IKRig
File: AnimNode_IKRig.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 value handler *alpha_scale_bias(InputScaleBias): [Read-Write]alpha_scale_bias_clamp(InputScaleBiasClamp): [Read-Write]debug_scale(float): [Read-Write] Adjust size of debug drawing.enable_debug_draw(bool): [Read-Write] Toggle debug drawing of goals when node is selected.goals(Array[IKRigGoal]): [Read-Write] The input goal transforms used by the IK Rig solvers.rig_definition_asset(IKRigDefinition): [Read-Write] The IK rig to use to modify the incoming source pose.source(PoseLink): [Read-Write] The input pose to start the IK solve relative to.start_from_ref_pose(bool): [Read-Write] optionally ignore the input pose and start from the reference pose each solve
- property alpha_bool_blend: InputAlphaBoolBlend¶
[Read-Write]
- Type:
- property alpha_input_type: AnimAlphaInputType¶
[Read-Write] alpha value handler *
- Type:
- property alpha_scale_bias: InputScaleBias¶
[Read-Write]
- Type:
- property alpha_scale_bias_clamp: InputScaleBiasClamp¶
[Read-Write]
- Type: