unreal.PoseSearchConstraint

class unreal.PoseSearchConstraint(from_socket_name: Name = 'None', from_socket_role: Name = 'None', to_socket_name: Name = 'None', to_socket_role: Name = 'None', translation_weight: float = 0.0, rotation_weight: float = 0.0, ramp_up_time: float = 0.0, cool_down_time: float = 0.0, from_socket_transform: Transform = Ellipsis, to_socket_transform: Transform = Ellipsis, desired_reach: float = 0.0)

Bases: StructBase

Pose Search Constraint

C++ Source:

  • Plugin: PoseSearch

  • Module: PoseSearch

  • File: PoseSearchConstraints.h

Editor Properties: (see get_editor_property/set_editor_property)

  • cool_down_time (float): [Read-Write] cool down time used to calculate the desired reach for this constraint (it doesn’t start at the end of this notify state, BUT when this notify state gets out of scope (ultimately getting out of scope when reaching the notify state end time minus CoolDownTime, since MM can jump into a random frame of the animation containing the notify state)

  • desired_reach (float): [Read-Write]

  • from_socket_name (Name): [Read-Write]

  • from_socket_role (Name): [Read-Write]

  • from_socket_transform (Transform): [Read-Write]

  • ramp_up_time (float): [Read-Write] ramp up time used to calculate the desired reach for this constraint (it doesn’t start at the beginning of this notify state, BUT when this notify state is first seen, since MM can jump into a random frame of the animation containing the notify state)

  • rotation_weight (float): [Read-Write] who should rotate to reach full alignment? FromBone or ToBone? If RotationWeight is 0 FromBone will move 100% and ToBone 0%, if RotationWeight is 1 FromBone will move 0% and ToBone 100%,

  • to_socket_name (Name): [Read-Write]

  • to_socket_role (Name): [Read-Write]

  • to_socket_transform (Transform): [Read-Write]

  • translation_weight (float): [Read-Write] who should translate to reach full alignment? FromBone or ToBone? If TranslationWeight is 0 FromBone will move 100% and ToBone 0%, if TranslationWeight is 1 FromBone will move 0% and ToBone 100%,

property cool_down_time: float

[Read-Write] cool down time used to calculate the desired reach for this constraint (it doesn’t start at the end of this notify state, BUT when this notify state gets out of scope (ultimately getting out of scope when reaching the notify state end time minus CoolDownTime, since MM can jump into a random frame of the animation containing the notify state)

Type:

(float)

property desired_reach: float

[Read-Write]

Type:

(float)

property from_socket_name: Name

[Read-Write]

Type:

(Name)

property from_socket_role: Name

[Read-Write]

Type:

(Name)

property from_socket_transform: Transform

[Read-Write]

Type:

(Transform)

property ramp_up_time: float

[Read-Write] ramp up time used to calculate the desired reach for this constraint (it doesn’t start at the beginning of this notify state, BUT when this notify state is first seen, since MM can jump into a random frame of the animation containing the notify state)

Type:

(float)

property rotation_weight: float

[Read-Write] who should rotate to reach full alignment? FromBone or ToBone? If RotationWeight is 0 FromBone will move 100% and ToBone 0%, if RotationWeight is 1 FromBone will move 0% and ToBone 100%,

Type:

(float)

property to_socket_name: Name

[Read-Write]

Type:

(Name)

property to_socket_role: Name

[Read-Write]

Type:

(Name)

property to_socket_transform: Transform

[Read-Write]

Type:

(Transform)

property translation_weight: float

[Read-Write] who should translate to reach full alignment? FromBone or ToBone? If TranslationWeight is 0 FromBone will move 100% and ToBone 0%, if TranslationWeight is 1 FromBone will move 0% and ToBone 100%,

Type:

(float)