unreal.AnimNode_SplineIK
¶
- class unreal.AnimNode_SplineIK(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, control_points: None = [], roll: float = 0.0, twist_start: float = 0.0, twist_end: float = 0.0, stretch: float = 0.0, offset: float = 0.0)¶
Bases:
AnimNode_SkeletalControlBase
Anim Node Spline IK
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_SplineIK.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]auto_calculate_spline
(bool): [Read-Write] The number of points in the spline if we are specifying it directlybone_axis
(SplineBoneAxis): [Read-Write] Axis of the controlled bone (ie the direction of the spline) to use as the direction for the curve.component_pose
(ComponentSpacePoseLink): [Read-Write] Input linkcontrol_points
(Array[Transform]): [Read-Write] Transforms applied to spline points *end_bone
(BoneReference): [Read-Write] Name of bone at the end of the spline chain. Bones after this will not be altered by the controller.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-visitedoffset
(float): [Read-Write] The distance along the spline from the start from which bones are constrainedpoint_count
(int32): [Read-Write] The number of points in the spline if we are not auto-calculatingroll
(float): [Read-Write] Overall roll of the spline, applied on top of other rotations along the direction of the splinestart_bone
(BoneReference): [Read-Write] Name of root bone from which the spline extends *stretch
(float): [Read-Write] The maximum stretch allowed when fitting bones to the spline. 0.0 means bones do not stretch their length, 1.0 means bones stretch to the length of the splinetwist_blend
(AlphaBlend): [Read-Write] How to interpolate twist along the length of the splinetwist_end
(float): [Read-Write] The twist of the end bone. Twist is interpolated along the spline according to Twist Blend.twist_start
(float): [Read-Write] The twist of the start bone. Twist is interpolated along the spline according to Twist Blend.
- property offset: float¶
[Read-Write] The distance along the spline from the start from which bones are constrained
- Type:
(float)
- property roll: float¶
[Read-Write] Overall roll of the spline, applied on top of other rotations along the direction of the spline
- Type:
(float)
- property stretch: float¶
[Read-Write] The maximum stretch allowed when fitting bones to the spline. 0.0 means bones do not stretch their length, 1.0 means bones stretch to the length of the spline
- Type:
(float)