unreal.IKRetargetPinBoneController

class unreal.IKRetargetPinBoneController(outer: Object | None = None, name: Name | str = 'None')

Bases: IKRetargetOpControllerBase

The blueprint/python API for editing a Pin Bone Op

C++ Source:

  • Plugin: IKRig

  • Module: IKRig

  • File: PinBoneOp.h

clear_all_bone_pairs() None

Clear all the bone pairs

get_all_bone_pairs() Map[Name, Name]
Get all the bone pairs currently stored in the op.
Returns:

a map with target bones as keys and source bones as values.

Return type:

Map[Name, Name]

get_settings() IKRetargetPinBoneOpSettings
Get the current op settings as a struct.
Returns:

FIKRetargetPinBoneOpSettings struct with the current settings used by the op.

Return type:

IKRetargetPinBoneOpSettings

set_bone_pair(bone_to_copy_from, bone_to_copy_to) None
Add a pair of bones to copy animation between.
Parameters:
  • bone_to_copy_from (Name) – the name of the bone to copy animation from *

  • bone_to_copy_to (Name) – the name of the bone to apply animation to * NOTE: if the bone to copy to is already present in the op, it will be updated with the new bone to copy from.

set_settings(settings) None
Set the op settings. Input is a custom struct type for this op.
Parameters:

settings (IKRetargetPinBoneOpSettings) – a FIKRetargetPinBoneOpSettings struct containing all the settings to apply to this op