unreal.LimbSolverSettings

class unreal.LimbSolverSettings

Bases: IKRigSolverSettingsBase

Limb 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 limits

  • enable_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 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.