unreal.IKRigLimbSolverSettings

class unreal.IKRigLimbSolverSettings(start_bone: Name = 'None', goal_name: Name = 'None', end_bone: Name = 'None')

Bases: LimbSolverSettings

IKRig Limb Solver Settings

C++ Source:

  • Plugin: IKRig

  • Module: IKRig

  • File: IKRigLimbSolver.h

Editor Properties: (see get_editor_property/set_editor_property)

  • average_pull (bool): [Read-Write] Pull averaging only has a visual impact when we have more than 2 bones (3 links).

  • enable_limit (bool): [Read-Write] Enable/Disable rotational limits

  • enable_twist_correction (bool): [Read-Write] Enable Knee Twist correction, by comparing Foot FK with Foot IK orientation.

  • end_bone (Name): [Read-Only] The name of the last bone in the IK chain. This is the bone you want to reach the goal.

  • end_bone_forward_axis (AxisType): [Read-Write] Forward Axis for Foot bone.

  • goal_name (Name): [Read-Only] The name of the IK goal to drive the end bone towards

  • hinge_rotation_axis (AxisType): [Read-Write] Hinge Bones Rotation Axis. This is essentially the plane normal for (hip - knee - foot).

  • max_iterations (int32): [Read-Write] Number of Max Iterations to reach the target

  • min_rotation_angle (float): [Read-Write] Only used if bEnableRotationLimit is enabled. Prevents the leg from folding onto itself, and forces at least this angle between Parent and Child bone.

  • pull_distribution (float): [Read-Write] Re-position limb to distribute pull: 0 = foot, 0.5 = balanced, 1.f = hip

  • reach_precision (float): [Read-Write] Precision (distance to the target)

  • reach_step_alpha (float): [Read-Write] Move end effector towards target. If we are compressing the chain, limit displacement.

  • start_bone (Name): [Read-Only] The first bone in the IK chain, for example the “hip” in a leg, or the “shoulder” in an arm

property end_bone: Name

[Read-Only] The name of the last bone in the IK chain. This is the bone you want to reach the goal.

Type:

(Name)

property goal_name: Name

[Read-Only] The name of the IK goal to drive the end bone towards

Type:

(Name)

property start_bone: Name

[Read-Only] The first bone in the IK chain, for example the “hip” in a leg, or the “shoulder” in an arm

Type:

(Name)