unreal.LimbSolverSettings¶
- class unreal.LimbSolverSettings¶
Bases:
IKRigSolverSettingsBaseLimb Solver Settings
C++ Source:
Plugin: IKRig
Module: IKRig
File: LimbSolver.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_forward_axis(AxisType): [Read-Write] Forward Axis for Foot bone.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 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.