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:
IKRigSolverSettingsBaseIKRig 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:
- 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:
- 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)