unreal.IKRetargetRelativeIKOpSettings

class unreal.IKRetargetRelativeIKOpSettings(enabled: bool = False, lod_threshold: int = 0, target_physics_asset_override: PhysicsAsset = Ellipsis, body_mapping: None = {}, floor_threshold: float = 0.0, floor_constraint_scalar: float = 0.0, pin_prop_bones: None = [], distance_threshold: float = 0.0, dist_half_point_lambda: float = 0.0, distance_weight_mode: DistanceWeightMode = Ellipsis, feasibility_length_bias: float = 0.0, contribution_sum_weight: float = 0.0, temporal_smoothing_radius: int = 0, ignore_source_scale: bool = False, retarget_contact_alpha: float = 0.0, retarget_spring_alpha: float = 0.0, apply_importance_weighting: bool = False, amplify_close_threshold: float = 0.0, amplify_close_distance: float = 0.0, amplify_scale: float = 0.0, debug_draw_body_pairs: bool = False, debug_full_retarget_pair_bones: None = [], debug_draw_goal_contributions: bool = False, debug_draw_retarget_vert_averages: bool = False, debug_draw_physics_bodies: bool = False, debug_draw_body_transforms: bool = False, dry_run: bool = False, multi_bone_solve: bool = False, multi_bone_regularization: float = 0.0, solve_with_prop_scale: bool = False, prop_scalar_learning_rate: float = 0.0, prop_scalar_range: float = 0.0, prop_scalar_bone_regularization: float = 0.0, prop_scalar_damping: float = 0.0, enable_intersect_push_out: bool = False, target_intersect_op_physics_asset_override: PhysicsAsset = Ellipsis, glue_threshold: float = 0.0, intersect_offset_scale: float = 0.0, intersect_bodies: None = [], bidirectional_distance_contact_blend: bool = False, apply_post_solve_pinning: bool = False, blend_pins_to_source: float = 0.0)

Bases: IKRetargetOpSettingsBase

Relative IK Settings

C++ Source:

  • Plugin: RelativeIKOp

  • Module: RelativeIKOp

  • File: RelativeIKOp.h

Editor Properties: (see get_editor_property/set_editor_property)

  • amplify_close_distance (double): [Read-Write] Max weight increase cap distance (very close to prop)

  • amplify_close_threshold (double): [Read-Write] Start amplifying weight at this distance (close-ish to prop)

  • amplify_scale (double): [Read-Write] Bias feasibility distance weighting relative to distance threshold (+ increase target feasibility/- reduced target feasibility)

  • apply_importance_weighting (bool): [Read-Write]

  • apply_post_solve_pinning (bool): [Read-Write] Apply prop pin post-solve

  • bidirectional_distance_contact_blend (bool): [Read-Write] Distance blend body pairs towards each contact position if both can move

  • blend_pins_to_source (double): [Read-Write] Blend from relative ik pin bone to source location

  • body_mapping (Map[Name, Name]): [Read-Write] Physics body source -> target name mapping

  • contribution_sum_weight (double): [Read-Write] IK Goal normalization (internally multiplied by total of contribution weights)

  • debug_draw_body_pairs (bool): [Read-Write] Draw source and target body pair relationships for current animation

  • debug_draw_body_transforms (bool): [Read-Write] Show body-local transform setup (like baked verts)

  • debug_draw_goal_contributions (bool): [Read-Write] Draw each pair’s goal contribution (white) and show weighted final goal location (yellow)

  • debug_draw_physics_bodies (bool): [Read-Write] Display source and target physics bodies for baked data

  • debug_draw_retarget_vert_averages (bool): [Read-Write] Draw retarget pair-line for each pair contribution

  • debug_full_retarget_pair_bones (Array[Name]): [Read-Write] Draw full retarget space (quad) pair relationships

  • dist_half_point_lambda (double): [Read-Write] DistHalfPointLambda*DistanceThreshold is the place where distance weight value be 0.5

  • distance_threshold (double): [Read-Write] Maximum distance for which body pair info is baked

  • distance_weight_mode (DistanceWeightMode): [Read-Write] DistHalfPointLambda*DistanceThreshold is the place where distance weight value be 0.5

  • dry_run (bool): [Read-Write] Run op and display debug info but DON’T update IK Goals

  • enable_intersect_push_out (bool): [Read-Write] Enable Collison push out for Ikgoals and Props

  • enabled (bool): [Read-Write] Enable/disable the entire operation. Disabled ops are skipped entirely and do not run at all.

  • feasibility_length_bias (double): [Read-Write] Bias feasibility distance weighting relative to distance threshold (+ increase target feasibility/- reduced target feasibility)

  • floor_constraint_scalar (double): [Read-Write] Maximum distance for which prop-floor info is baked

  • floor_threshold (double): [Read-Write] Maximum distance for which prop-floor info is baked

  • glue_threshold (double): [Read-Write] Max distance to glue bodies (very close to a body)

  • ignore_source_scale (bool): [Read-Write] Ignore source scaling when computing relative distance relationships

  • intersect_bodies (Array[Name]): [Read-Write] Bone names with attached physics bodies to do trivial intersection against NOTE: Only Sphere, Capsule and Box bodies currently supported

  • intersect_offset_scale (double): [Read-Write] Max distance to glue bodies (very close to a body)

  • 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.

  • multi_bone_regularization (double): [Read-Write] Regularization additive constant for stabilizing multibone solve, the higher the body bones will stay at original position

  • multi_bone_solve (bool): [Read-Write] Solve for output positions using multiple interacting contact bodies

  • pin_prop_bones (Array[PinBoneSettings]): [Read-Write] List of bones to pin. Should include all attach bones that may be affected by relative ik bake data

  • prop_scalar_bone_regularization (double): [Read-Write] Regularization additive constant for stabilizing prop bone position, the higher the prop bones will stay at original position

  • prop_scalar_damping (double): [Read-Write] Regularization additive constant for stabilizing prop bone scalar, the higher the prop bones will stay at original Propscalar set in PinPropBone Settings

  • prop_scalar_learning_rate (double): [Read-Write] Props scalar change ratio which allow to change per frame

  • prop_scalar_range (double): [Read-Write] Test Parameter for prop scalar range allow to change, it will clamp prop scalar between [PinPropBone.Propscalar-PropScalarRange, PinPropBone.Propscalar+PropScalarRange]

  • retarget_contact_alpha (double): [Read-Write] Alpha from contact-body to secondary body representation in contribution pairs

  • retarget_spring_alpha (double): [Read-Write] Alpha between primary and secondary pair distance relationship

  • solve_with_prop_scale (bool): [Read-Write] Add Props scale as a parameter for optimization

  • target_intersect_op_physics_asset_override (PhysicsAsset): [Read-Write] Target mesh physics asset for Intersect push out

  • target_physics_asset_override (PhysicsAsset): [Read-Write] Target mesh physics asset for retargeting relative body pair vertices

  • temporal_smoothing_radius (int32): [Read-Write] Frames of temporal smoothing of body pair verts (0 is no smoothing)

property amplify_close_distance: float

[Read-Write] Max weight increase cap distance (very close to prop)

Type:

(double)

property amplify_close_threshold: float

[Read-Write] Start amplifying weight at this distance (close-ish to prop)

Type:

(double)

property amplify_scale: float

[Read-Write] Bias feasibility distance weighting relative to distance threshold (+ increase target feasibility/- reduced target feasibility)

Type:

(double)

property apply_importance_weighting: bool

[Read-Write]

Type:

(bool)

property apply_post_solve_pinning: bool

[Read-Write] Apply prop pin post-solve

Type:

(bool)

property bidirectional_distance_contact_blend: bool

[Read-Write] Distance blend body pairs towards each contact position if both can move

Type:

(bool)

property blend_pins_to_source: float

[Read-Write] Blend from relative ik pin bone to source location

Type:

(double)

property body_mapping: None

[Read-Write] Physics body source -> target name mapping

Type:

(Map[Name, Name])

property contribution_sum_weight: float

[Read-Write] IK Goal normalization (internally multiplied by total of contribution weights)

Type:

(double)

property debug_draw_body_pairs: bool

[Read-Write] Draw source and target body pair relationships for current animation

Type:

(bool)

property debug_draw_body_transforms: bool

[Read-Write] Show body-local transform setup (like baked verts)

Type:

(bool)

property debug_draw_goal_contributions: bool

[Read-Write] Draw each pair’s goal contribution (white) and show weighted final goal location (yellow)

Type:

(bool)

property debug_draw_physics_bodies: bool

[Read-Write] Display source and target physics bodies for baked data

Type:

(bool)

property debug_draw_retarget_vert_averages: bool

[Read-Write] Draw retarget pair-line for each pair contribution

Type:

(bool)

property debug_full_retarget_pair_bones: None

[Read-Write] Draw full retarget space (quad) pair relationships

Type:

(Array[Name])

property dist_half_point_lambda: float

[Read-Write] DistHalfPointLambda*DistanceThreshold is the place where distance weight value be 0.5

Type:

(double)

property distance_threshold: float

[Read-Write] Maximum distance for which body pair info is baked

Type:

(double)

property distance_weight_mode: DistanceWeightMode

[Read-Write] DistHalfPointLambda*DistanceThreshold is the place where distance weight value be 0.5

Type:

(DistanceWeightMode)

property dry_run: bool

[Read-Write] Run op and display debug info but DON’T update IK Goals

Type:

(bool)

property enable_intersect_push_out: bool

[Read-Write] Enable Collison push out for Ikgoals and Props

Type:

(bool)

property feasibility_length_bias: float

[Read-Write] Bias feasibility distance weighting relative to distance threshold (+ increase target feasibility/- reduced target feasibility)

Type:

(double)

property floor_constraint_scalar: float

[Read-Write] Maximum distance for which prop-floor info is baked

Type:

(double)

property floor_threshold: float

[Read-Write] Maximum distance for which prop-floor info is baked

Type:

(double)

property glue_threshold: float

[Read-Write] Max distance to glue bodies (very close to a body)

Type:

(double)

property ignore_source_scale: bool

[Read-Write] Ignore source scaling when computing relative distance relationships

Type:

(bool)

property intersect_bodies: None

[Read-Write] Bone names with attached physics bodies to do trivial intersection against NOTE: Only Sphere, Capsule and Box bodies currently supported

Type:

(Array[Name])

property intersect_offset_scale: float

[Read-Write] Max distance to glue bodies (very close to a body)

Type:

(double)

property multi_bone_regularization: float

[Read-Write] Regularization additive constant for stabilizing multibone solve, the higher the body bones will stay at original position

Type:

(double)

property multi_bone_solve: bool

[Read-Write] Solve for output positions using multiple interacting contact bodies

Type:

(bool)

property pin_prop_bones: None

[Read-Write] List of bones to pin. Should include all attach bones that may be affected by relative ik bake data

Type:

(Array[PinBoneSettings])

property prop_scalar_bone_regularization: float

[Read-Write] Regularization additive constant for stabilizing prop bone position, the higher the prop bones will stay at original position

Type:

(double)

property prop_scalar_damping: float

[Read-Write] Regularization additive constant for stabilizing prop bone scalar, the higher the prop bones will stay at original Propscalar set in PinPropBone Settings

Type:

(double)

property prop_scalar_learning_rate: float

[Read-Write] Props scalar change ratio which allow to change per frame

Type:

(double)

property prop_scalar_range: float

[Read-Write] Test Parameter for prop scalar range allow to change, it will clamp prop scalar between [PinPropBone.Propscalar-PropScalarRange, PinPropBone.Propscalar+PropScalarRange]

Type:

(double)

property retarget_contact_alpha: float

[Read-Write] Alpha from contact-body to secondary body representation in contribution pairs

Type:

(double)

property retarget_spring_alpha: float

[Read-Write] Alpha between primary and secondary pair distance relationship

Type:

(double)

property solve_with_prop_scale: bool

[Read-Write] Add Props scale as a parameter for optimization

Type:

(bool)

property target_intersect_op_physics_asset_override: PhysicsAsset

[Read-Write] Target mesh physics asset for Intersect push out

Type:

(PhysicsAsset)

property target_physics_asset_override: PhysicsAsset

[Read-Write] Target mesh physics asset for retargeting relative body pair vertices

Type:

(PhysicsAsset)

property temporal_smoothing_radius: int

[Read-Write] Frames of temporal smoothing of body pair verts (0 is no smoothing)

Type:

(int32)