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:
IKRetargetOpSettingsBaseRelative 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-solvebidirectional_distance_contact_blend(bool): [Read-Write] Distance blend body pairs towards each contact position if both can moveblend_pins_to_source(double): [Read-Write] Blend from relative ik pin bone to source locationbody_mapping(Map[Name, Name]): [Read-Write] Physics body source -> target name mappingcontribution_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 animationdebug_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 datadebug_draw_retarget_vert_averages(bool): [Read-Write] Draw retarget pair-line for each pair contributiondebug_full_retarget_pair_bones(Array[Name]): [Read-Write] Draw full retarget space (quad) pair relationshipsdist_half_point_lambda(double): [Read-Write] DistHalfPointLambda*DistanceThreshold is the place where distance weight value be 0.5distance_threshold(double): [Read-Write] Maximum distance for which body pair info is bakeddistance_weight_mode(DistanceWeightMode): [Read-Write] DistHalfPointLambda*DistanceThreshold is the place where distance weight value be 0.5dry_run(bool): [Read-Write] Run op and display debug info but DON’T update IK Goalsenable_intersect_push_out(bool): [Read-Write] Enable Collison push out for Ikgoals and Propsenabled(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 bakedfloor_threshold(double): [Read-Write] Maximum distance for which prop-floor info is bakedglue_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 relationshipsintersect_bodies(Array[Name]): [Read-Write] Bone names with attached physics bodies to do trivial intersection against NOTE: Only Sphere, Capsule and Box bodies currently supportedintersect_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 positionmulti_bone_solve(bool): [Read-Write] Solve for output positions using multiple interacting contact bodiespin_prop_bones(Array[PinBoneSettings]): [Read-Write] List of bones to pin. Should include all attach bones that may be affected by relative ik bake dataprop_scalar_bone_regularization(double): [Read-Write] Regularization additive constant for stabilizing prop bone position, the higher the prop bones will stay at original positionprop_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 Settingsprop_scalar_learning_rate(double): [Read-Write] Props scalar change ratio which allow to change per frameprop_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 pairsretarget_spring_alpha(double): [Read-Write] Alpha between primary and secondary pair distance relationshipsolve_with_prop_scale(bool): [Read-Write] Add Props scale as a parameter for optimizationtarget_intersect_op_physics_asset_override(PhysicsAsset): [Read-Write] Target mesh physics asset for Intersect push outtarget_physics_asset_override(PhysicsAsset): [Read-Write] Target mesh physics asset for retargeting relative body pair verticestemporal_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 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 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
- 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:
- 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
- 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:
- 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:
- property target_physics_asset_override: PhysicsAsset¶
[Read-Write] Target mesh physics asset for retargeting relative body pair vertices
- Type: