unreal.IKRigLimbSolverSettings¶
- class unreal.IKRigLimbSolverSettings(start_bone: Name = 'None', goal_name: Name = 'None', end_bone: Name = 'None')¶
Bases:
LimbSolverSettingsIKRig 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 limitsenable_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 towardshinge_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 targetmin_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 = hipreach_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)