unreal.NotifyState_TwoBoneIK

class unreal.NotifyState_TwoBoneIK(outer: Object | None = None, name: Name | str = 'None')

Bases: AnimNotifyState

Notify State Two Bone IK

C++ Source:

  • Plugin: EvaluationNotifies

  • Module: EvaluationNotifiesRuntime

  • File: AnimNotifyState_TwoBoneIK.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_stretching (bool): [Read-Write] Should stretching be allowed, to be prevent over extension

  • allow_twist (bool): [Read-Write] Whether or not to apply twist on the chain of joints. This clears the twist value along the TwistAxis

  • blend_in_time (float): [Read-Write] Limits to use if stretching is allowed. This value determins what is the max stretch scale. For example, 1.5 means it will stretch until 150 % of the whole length of the limb.

  • blend_out_time (float): [Read-Write]

  • effector_location (Vector): [Read-Write] Effector Location. Target Location to reach.

  • effector_location_space (BoneControlSpace): [Read-Write] Reference frame of Effector Location.

  • effector_location_transform_name (Name): [Read-Write]

  • effector_target (BoneSocketTarget): [Read-Write]

  • ik_bone (BoneReference): [Read-Write] Name of bone to control. This is the main bone chain to modify from. *

  • joint_target (BoneSocketTarget): [Read-Write]

  • joint_target_location (Vector): [Read-Write] Joint Target Location. Location used to orient Joint bone. *

  • joint_target_location_space (BoneControlSpace): [Read-Write] Reference frame of Joint Target Location.

  • maintain_effector_rel_rot (bool): [Read-Write] Keep local rotation of end bone

  • max_stretch_scale (double): [Read-Write] Limits to use if stretching is allowed. This value determins what is the max stretch scale. For example, 1.5 means it will stretch until 150 % of the whole length of the limb.

  • notify_color (Color): [Read-Write] Color of Notify in editor

  • relative_to_bone (BoneReference): [Read-Write] Name of bone to IK Relative to - IK will target a position that has the same offset from the EffectorLocation, as the IKBone has from this Bone in the source pose. *

  • should_fire_in_editor (bool): [Read-Write] Whether this notify state instance should fire in animation editors

  • start_stretch_ratio (double): [Read-Write] Limits to use if stretching is allowed. This value determines when to start stretch. For example, 0.9 means once it reaches 90% of the whole length of the limb, it will start apply.

  • take_rotation_from_effector_space (bool): [Read-Write] Set end bone to use End Effector rotation

  • twist_axis (Axis): [Read-Write] Specify which axis it’s aligned. Used when removing twist

property effector_location: Vector

[Read-Only] Effector Location. Target Location to reach.

Type:

(Vector)

property effector_location_transform_name: Name

[Read-Only]

Type:

(Name)

property joint_target_location: Vector

[Read-Only] Joint Target Location. Location used to orient Joint bone. *

Type:

(Vector)