unreal.IKRetargetPoseOpSettings¶
- class unreal.IKRetargetPoseOpSettings(enabled: bool = False, lod_threshold: int = 0, override_source_pose: bool = False, source_pose_to_use: Name = 'None', override_target_pose: bool = False, target_pose_to_use: Name = 'None')¶
Bases:
IKRetargetOpSettingsBaseRetarget Pose Op Settings
C++ Source:
Plugin: IKRig
Module: IKRig
File: RetargetPoseOp.h
Editor Properties: (see get_editor_property/set_editor_property)
enabled(bool): [Read-Write] Enable/disable the entire operation. Disabled ops are skipped entirely and do not run at all.lod_threshold(int32): [Read-Write] The maximum LOD that this Op is allowed to run at. For example if you have LODThreshold of 2, the Op will run until LOD 2 (based on 0 index). When the component LOD becomes 3, it will stop running. A value of -1 forces the Op to execute at all LOD levels. Default is -1.override_source_pose(bool): [Read-Write] When true, overrides the default retarget pose for the source skeleton.override_target_pose(bool): [Read-Write] When true, overrides the default retarget pose for the target skeleton.source_pose_to_use(Name): [Read-Write] A retarget pose that is applied to the source skeleton. Must match the name of a retarget pose stored in this asset.target_pose_to_use(Name): [Read-Write] A retarget pose that is applied to the target skeleton. Must match the name of a retarget pose stored in this asset.
- property override_source_pose: bool¶
[Read-Write] When true, overrides the default retarget pose for the source skeleton.
- Type:
(bool)
- property override_target_pose: bool¶
[Read-Write] When true, overrides the default retarget pose for the target skeleton.
- Type:
(bool)