unreal.IKRetargetRelativeIKOpSettings¶
- class unreal.IKRetargetRelativeIKOpSettings(lod_threshold: int = 0, source_physics_asset_override: PhysicsAsset = Ellipsis, target_physics_asset_override: PhysicsAsset = Ellipsis, body_mapping: None = {}, distance_threshold: float = 0.0, distance_fade: float = 0.0, 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, 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, test_dist_contact_alpha: bool = False, test_feasibility_weight: bool = False, test_retarget_scale: bool = False)¶
Bases:
IKRetargetOpSettingsBaseIKRetarget Relative IKOp Settings
C++ Source:
Plugin: RelativeIKOp
Module: RelativeIKOp
File: RelativeIKOp.h
Editor Properties: (see get_editor_property/set_editor_property)
body_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 relationshipsdistance_fade(double): [Read-Write] Maximum distance for which body pair info is bakeddistance_threshold(double): [Read-Write] Maximum distance for which body pair info is bakeddry_run(bool): [Read-Write] Run op and display debug info but DON’T update IK Goalsfeasibility_length_bias(double): [Read-Write] Bias feasibility distance weighting relative to distance threshold (+ increase target feasibility/- reduced target feasibility)ignore_source_scale(bool): [Read-Write] Ignore source scaling when computing relative distance relationshipslod_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.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 relationshipsource_physics_asset_override(PhysicsAsset): [Read-Write] Source mesh physics asset for relative body pair teststarget_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)test_dist_contact_alpha(bool): [Read-Write] Use distance to pair contact to blend towards direct contacttest_feasibility_weight(bool): [Read-Write] Dial back distance weighting based on feasibility length of target bone chaintest_retarget_scale(bool): [Read-Write] Use target (default) when computing pair alternate representations
- 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 distance_fade: float¶
[Read-Write] Maximum distance for which body pair info is baked
- Type:
(double)
- property distance_threshold: float¶
[Read-Write] Maximum distance for which body pair info is baked
- Type:
(double)
- property dry_run: bool¶
[Read-Write] Run op and display debug info but DON’T update IK Goals
- 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 ignore_source_scale: bool¶
[Read-Write] Ignore source scaling when computing relative distance relationships
- Type:
(bool)
- 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 source_physics_asset_override: PhysicsAsset¶
[Read-Write] Source mesh physics asset for relative body pair tests
- Type:
- property target_physics_asset_override: PhysicsAsset¶
[Read-Write] Target mesh physics asset for retargeting relative body pair vertices
- Type:
- property temporal_smoothing_radius: int¶
[Read-Write] Frames of temporal smoothing of body pair verts (0 is no smoothing)
- Type:
(int32)
- property test_dist_contact_alpha: bool¶
[Read-Write] Use distance to pair contact to blend towards direct contact
- Type:
(bool)