unreal.PhysicsControlKinematicTargetSpace

class unreal.PhysicsControlKinematicTargetSpace

Bases: EnumBase

Specifies 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