unreal.FootSettings¶
- class unreal.FootSettings(ankle_bone: RigElementKey = Ellipsis, collision_radius: float = 0.0, max_heel_peel: Vector = Ellipsis, static_local_offset: Vector = Ellipsis)¶
Bases:
StructBaseFoot Settings
C++ Source:
Plugin: Locomotor
Module: Locomotor
File: RigUnit_Locomotor.h
Editor Properties: (see get_editor_property/set_editor_property)
ankle_bone(RigElementKey): [Read-Write] The bone at the END of the limb (typically the BALL of the foot). This is where the output goal originates.collision_radius(float): [Read-Write]max_heel_peel(Vector): [Read-Write] Default is (0, 0, 50). The max rotation to peel the heel before lift off. This is in the local space of the ankle bone.static_local_offset(Vector): [Read-Write] applies a static offset that shifts feet in the local space of the foot bone in the reference pose
- property ankle_bone: RigElementKey¶
[Read-Write] The bone at the END of the limb (typically the BALL of the foot). This is where the output goal originates.
- Type: