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_SkeletalControlBase

Simple 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] Current strength of the skeletal control

  • alpha_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]

  • component_pose (ComponentSpacePoseLink): [Read-Write] Input link

  • error_reset_thresh (double): [Read-Write] If spring stretches more than this, reset it. Useful for catching teleports etc

  • limit_displacement (bool): [Read-Write] Limit the amount that a bone can stretch from its ref-pose length.

  • lod_threshold (int32): [Read-Write] * 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-visited

  • max_displacement (double): [Read-Write] If bLimitDisplacement is true, this indicates how long a bone can stretch beyond its length in the ref-pose.

  • rotate_x (bool): [Read-Write] If true take the spring calculation for rotation in X

  • rotate_y (bool): [Read-Write] If true take the spring calculation for rotation in Y

  • rotate_z (bool): [Read-Write] If true take the spring calculation for rotation in Z

  • spring_bone (BoneReference): [Read-Write] Name of bone to control. This is the main bone chain to modify from. *

  • spring_damping (double): [Read-Write] Damping of spring

  • spring_stiffness (double): [Read-Write] Stiffness of spring

  • translate_x (bool): [Read-Write] If true take the spring calculation for translation in X

  • translate_y (bool): [Read-Write] If true take the spring calculation for translation in Y

  • translate_z (bool): [Read-Write] If true take the spring calculation for translation in Z

property max_displacement: float

[Read-Write] If bLimitDisplacement is true, this indicates how long a bone can stretch beyond its length in the ref-pose.

Type:

(double)