unreal.IKRigStretchLimbSettings

class unreal.IKRigStretchLimbSettings(start_bone: Name = 'None', end_bone: Name = 'None', goal: Name = 'None', enable_stretching: bool = False, maximum_stretch_distance: float = 0.0, stretch_start_percent: float = 0.0, rotation_mode: StretchLimbRotationMode = Ellipsis, rotate_end_bone_with_goal: float = 0.0, iterations: int = 0, squash_mode: StretchLimbSquashMode = Ellipsis, squash_strength: float = 0.0)

Bases: IKRigSolverSettingsBase

IKRig Stretch Limb Settings

C++ Source:

  • Plugin: IKRig

  • Module: IKRig

  • File: IKRigStretchLimb.h

Editor Properties: (see get_editor_property/set_editor_property)

  • enable_stretching (bool): [Read-Write] Determines whether to squash or stretch the bones to reach the goal.

  • end_bone (Name): [Read-Only] The end bone assigned to this solver (usually the foot or ball).

  • goal (Name): [Read-Only] The end bone assigned to this solver (usually the foot or ball).

  • iterations (int32): [Read-Write] Number of FABRIK iterations to correct bones lengths. Adjust until the end bone converges on the goal. Default is 8.

  • maximum_stretch_distance (double): [Read-Write] The maximum distance the limb is allowed to stretch (beyond its rest length). Default is -1.0 (no limit).

  • rotate_end_bone_with_goal (double): [Read-Write] Allow the end bone to be reoriented (0) or match the orientation of the goal (1). Range is 0-1. Default is 1.0.

  • rotation_mode (StretchLimbRotationMode): [Read-Write] Determines how to affect the orientation of the bones in the chain.

  • squash_mode (StretchLimbSquashMode): [Read-Write] Control the falloff shape of the squash effect applied to the bones when the goal compresses the limb. Default is Uniform. NOTE: this has no effect if the Squash Strength is 0.

  • squash_strength (double): [Read-Write] The distance to squash the bones perpendicular to the pole vector when the limb is fully compressed. NOTE: tune this to help dense chains achieve a reasonable pose. Must be used with constraint iterations to fix bones lengths.

  • start_bone (Name): [Read-Only] The start bone assigned to this solver (usually the thigh or shoulder).

  • stretch_start_percent (double): [Read-Write] The percentage of the bone chain length to straighten before stretching is applied (can prevent over extension). NOTE: At 1.0, the limb will not stretch until the goal is 100% of the length of the limb away from the root of the chain.

property enable_stretching: bool

[Read-Write] Determines whether to squash or stretch the bones to reach the goal.

Type:

(bool)

property end_bone: Name

[Read-Only] The end bone assigned to this solver (usually the foot or ball).

Type:

(Name)

property goal: Name

[Read-Only] The end bone assigned to this solver (usually the foot or ball).

Type:

(Name)

property iterations: int

[Read-Write] Number of FABRIK iterations to correct bones lengths. Adjust until the end bone converges on the goal. Default is 8.

Type:

(int32)

property maximum_stretch_distance: float

[Read-Write] The maximum distance the limb is allowed to stretch (beyond its rest length). Default is -1.0 (no limit).

Type:

(double)

property rotate_end_bone_with_goal: float

[Read-Write] Allow the end bone to be reoriented (0) or match the orientation of the goal (1). Range is 0-1. Default is 1.0.

Type:

(double)

property rotation_mode: StretchLimbRotationMode

[Read-Write] Determines how to affect the orientation of the bones in the chain.

Type:

(StretchLimbRotationMode)

property squash_mode: StretchLimbSquashMode

[Read-Write] Control the falloff shape of the squash effect applied to the bones when the goal compresses the limb. Default is Uniform. NOTE: this has no effect if the Squash Strength is 0.

Type:

(StretchLimbSquashMode)

property squash_strength: float

[Read-Write] The distance to squash the bones perpendicular to the pole vector when the limb is fully compressed. NOTE: tune this to help dense chains achieve a reasonable pose. Must be used with constraint iterations to fix bones lengths.

Type:

(double)

property start_bone: Name

[Read-Only] The start bone assigned to this solver (usually the thigh or shoulder).

Type:

(Name)

property stretch_start_percent: float

[Read-Write] The percentage of the bone chain length to straighten before stretching is applied (can prevent over extension). NOTE: At 1.0, the limb will not stretch until the goal is 100% of the length of the limb away from the root of the chain.

Type:

(double)