unreal.RetargetIKChainSettings¶
- class unreal.RetargetIKChainSettings(target_chain_name: Name = 'None', enable_ik: bool = False, blend_to_source: float = 0.0, blend_to_source_translation: float = 0.0, blend_to_source_rotation: float = 0.0, blend_to_source_weights: Vector = Ellipsis, static_offset: Vector = Ellipsis, static_local_offset: Vector = Ellipsis, static_rotation_offset: Rotator = Ellipsis, scale_vertical: float = 0.0, extension: float = 0.0)¶
Bases:
StructBaseRetarget IKChain Settings
C++ Source:
Plugin: IKRig
Module: IKRig
File: IKChainsOp.h
Editor Properties: (see get_editor_property/set_editor_property)
blend_to_source(double): [Read-Write] Range 0 to 1. Default 0. Blends IK goal transform from retargeted transform (0) to source bone transform (1). At 0 the goal is placed at the retargeted location and rotation. At 1 the goal is placed at the location and rotation of the source chain’s end bone.blend_to_source_rotation(double): [Read-Write] Range 0 to 1. Default 0. Blends the rotational component of BlendToSource on/off. At 0 the goal is oriented to the retargeted rotation. At 1 the goal is oriented to the source chain’s end bone rotation.blend_to_source_translation(double): [Read-Write] Range 0 to 1. Default 1. Blends the translational component of BlendToSource on/off. At 0 the goal is placed at the retargeted location. At 1 the goal is placed at the location of the source chain’s end bone.blend_to_source_weights(Vector): [Read-Write] Range 0 to 1. Default 1. Weight each axis separately when using Blend To Source. At 0 the goal is placed at the retargeted location. At 1 the goal is placed at the location of the source chain’s end bone.enable_ik(bool): [Read-Write] Whether to modify the location of the IK goal on this chain. Default is true. NOTE: This only has an effect if the chain has an IK Goal assigned to it in the Target IK Rig asset. NOTE: If off, and this chain has an IK Goal, the IK will still be evaluated, but the Goal is set to the input bone location (from the FK pass).extension(double): [Read-Write] Range 0 to 5. Default 1. Brings IK goal closer (0) or further (1+) from origin of chain. At 0 the effector is placed at the origin of the chain (ie Shoulder, Hip etc). At 1 the effector is left at the end of the chain (ie Wrist, Foot etc) Values in-between 0-1 will slide the effector along the vector from the start to the end of the chain. Values greater than 1 will stretch the chain beyond the retargeted length.scale_vertical(double): [Read-Write] Range 0 to infinity. Default 1. Scales the vertical component of the IK goal’s position.static_local_offset(Vector): [Read-Write] Default 0, 0, 0. Apply a static local-space offset to IK goal position.static_offset(Vector): [Read-Write] Default 0, 0, 0. Apply a static global-space offset to IK goal position.static_rotation_offset(Rotator): [Read-Write] Default 0, 0, 0. Apply a static local-space offset to IK goal rotation.target_chain_name(Name): [Read-Write] The name of the TARGET chain to transfer animation onto.
- property blend_to_source: float¶
[Read-Write] Range 0 to 1. Default 0. Blends IK goal transform from retargeted transform (0) to source bone transform (1). At 0 the goal is placed at the retargeted location and rotation. At 1 the goal is placed at the location and rotation of the source chain’s end bone.
- Type:
(double)
- property blend_to_source_rotation: float¶
[Read-Write] Range 0 to 1. Default 0. Blends the rotational component of BlendToSource on/off. At 0 the goal is oriented to the retargeted rotation. At 1 the goal is oriented to the source chain’s end bone rotation.
- Type:
(double)
- property blend_to_source_translation: float¶
[Read-Write] Range 0 to 1. Default 1. Blends the translational component of BlendToSource on/off. At 0 the goal is placed at the retargeted location. At 1 the goal is placed at the location of the source chain’s end bone.
- Type:
(double)
- property blend_to_source_weights: Vector¶
[Read-Write] Range 0 to 1. Default 1. Weight each axis separately when using Blend To Source. At 0 the goal is placed at the retargeted location. At 1 the goal is placed at the location of the source chain’s end bone.
- Type:
(Vector)
- property enable_ik: bool¶
[Read-Write] Whether to modify the location of the IK goal on this chain. Default is true. NOTE: This only has an effect if the chain has an IK Goal assigned to it in the Target IK Rig asset. NOTE: If off, and this chain has an IK Goal, the IK will still be evaluated, but the Goal is set to the input bone location (from the FK pass).
- Type:
(bool)
- property extension: float¶
[Read-Write] Range 0 to 5. Default 1. Brings IK goal closer (0) or further (1+) from origin of chain. At 0 the effector is placed at the origin of the chain (ie Shoulder, Hip etc). At 1 the effector is left at the end of the chain (ie Wrist, Foot etc) Values in-between 0-1 will slide the effector along the vector from the start to the end of the chain. Values greater than 1 will stretch the chain beyond the retargeted length.
- Type:
(double)
- property scale_vertical: float¶
[Read-Write] Range 0 to infinity. Default 1. Scales the vertical component of the IK goal’s position.
- Type:
(double)
- property static_local_offset: Vector¶
[Read-Write] Default 0, 0, 0. Apply a static local-space offset to IK goal position.
- Type:
(Vector)
- property static_offset: Vector¶
[Read-Write] Default 0, 0, 0. Apply a static global-space offset to IK goal position.
- Type:
(Vector)