unreal.AnimNode_TwoBoneIK
¶
- class unreal.AnimNode_TwoBoneIK(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, effector_location: Vector = Ellipsis, joint_target_location: Vector = Ellipsis)¶
Bases:
AnimNode_SkeletalControlBase
Simple 2 Bone IK Controller.
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_TwoBoneIK.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_stretching
(bool): [Read-Write] Should stretching be allowed, to be prevent over extensionallow_twist
(bool): [Read-Write] Whether or not to apply twist on the chain of joints. This clears the twist value along the TwistAxisalpha
(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]component_pose
(ComponentSpacePoseLink): [Read-Write] Input linkeffector_location
(Vector): [Read-Write] Effector Location. Target Location to reach.effector_location_space
(BoneControlSpace): [Read-Write] Reference frame of Effector Location.effector_target
(BoneSocketTarget): [Read-Write]ik_bone
(BoneReference): [Read-Write] Name of bone to control. This is the main bone chain to modify from. *joint_target
(BoneSocketTarget): [Read-Write]joint_target_location
(Vector): [Read-Write] Joint Target Location. Location used to orient Joint bone. *joint_target_location_space
(BoneControlSpace): [Read-Write] Reference frame of Joint Target Location.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-visitedmaintain_effector_rel_rot
(bool): [Read-Write] Keep local rotation of end bonemax_stretch_scale
(double): [Read-Write] Limits to use if stretching is allowed. This value determins what is the max stretch scale. For example, 1.5 means it will stretch until 150 % of the whole length of the limb.start_stretch_ratio
(double): [Read-Write] Limits to use if stretching is allowed. This value determines when to start stretch. For example, 0.9 means once it reaches 90% of the whole length of the limb, it will start apply.take_rotation_from_effector_space
(bool): [Read-Write] Set end bone to use End Effector rotationtwist_axis
(Axis): [Read-Write] Specify which axis it’s aligned. Used when removing twist