unreal.AnimNode_SpringBone¶
- class unreal.AnimNode_SpringBone(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, max_displacement: float = 0.0)¶
Bases:
AnimNode_SkeletalControlBaseSimple controller that replaces or adds to the translation/rotation of a single bone.
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_SpringBone.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 linkerror_reset_thresh(float): [Read-Write] Error Reset Thresh: If spring stretches more than this, reset it. Useful for catching teleports etclimit_displacement(bool): [Read-Write] Limit Displacement: Limit the amount that a bone can stretch from its ref-pose length.lod_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_displacement(float): [Read-Write] Max Displacement: If bLimitDisplacement is true, this indicates how long a bone can stretch beyond its length in the ref-pose.rotate_x(bool): [Read-Write] Rotate X: If true take the spring calculation for rotation in Xrotate_y(bool): [Read-Write] Rotate Y: If true take the spring calculation for rotation in Yrotate_z(bool): [Read-Write] Rotate Z: If true take the spring calculation for rotation in Zspring_bone(BoneReference): [Read-Write] Spring Bone: Name of bone to control. This is the main bone chain to modify from. *spring_damping(float): [Read-Write] Spring Damping: Damping of springspring_stiffness(float): [Read-Write] Spring Stiffness: Stiffness of springtranslate_x(bool): [Read-Write] Translate X: If true take the spring calculation for translation in Xtranslate_y(bool): [Read-Write] Translate Y: If true take the spring calculation for translation in Ytranslate_z(bool): [Read-Write] Translate Z: If true take the spring calculation for translation in Z