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: StructBase

Foot 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:

(RigElementKey)

property collision_radius: float

[Read-Write]

Type:

(float)

property 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.

Type:

(Vector)

property 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

Type:

(Vector)