unreal.PhysicsControlKinematicTargetSpace¶
- class unreal.PhysicsControlKinematicTargetSpace¶
Bases:
EnumBaseSpecifies what space a kinematic target is defined in.
C++ Source:
Plugin: PhysicsControl
Module: PhysicsControl
File: PhysicsControlData.h
- COMPONENT: PhysicsControlKinematicTargetSpace = Ellipsis¶
If a skeleton/bone is being used, the target is in the space of that component. If not then it is in the space of the owning component (e.g. PhysicsControl, or ControlRig etc).
- Type:
1
- IGNORE_TARGET: PhysicsControlKinematicTargetSpace = Ellipsis¶
Ignore the specified target, and just track the bone/object
- Type:
5
- OFFSET_IN_BONE_SPACE: PhysicsControlKinematicTargetSpace = Ellipsis¶
If a skeleton/bone is being used, the target is specified relative to the bone that controls the (kinematic) body, with the offset applied in the space of that body. If not, then this is the same as World.
- Type:
2
- OFFSET_IN_COMPONENT_SPACE: PhysicsControlKinematicTargetSpace = Ellipsis¶
If a skeleton/bone is being used, the target is specified relative to the bone that controls the (kinematic) body, with the offset applied in component space. If not, then this is the same as Component.
- Type:
4
- OFFSET_IN_WORLD_SPACE: PhysicsControlKinematicTargetSpace = Ellipsis¶
If a skeleton/bone is being used, the target is specified relative to the bone that controls the (kinematic) body, with the offset applied in world space. If not, then this is the same as World.
- Type:
3
- WORLD: PhysicsControlKinematicTargetSpace = Ellipsis¶
Target is in world space. For a control rig, this is the space of the control rig, rather than the “real” world.
- Type:
0