unreal.RigBone
¶
- class unreal.RigBone(name='None', index=- 1, parent_name='None', initial_transform=[[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], global_transform=[[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], local_transform=[[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], type=RigBoneType.IMPORTED)¶
Bases:
unreal.RigElement
Rig Bone
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigBoneHierarchy.h
Editor Properties: (see get_editor_property/set_editor_property)
global_transform
(Transform): [Read-Write] Global Transformindex
(int32): [Read-Only] Indexinitial_transform
(Transform): [Read-Write] Initial global transform that is saved in this riglocal_transform
(Transform): [Read-Write] Local Transformname
(Name): [Read-Write] Nameparent_name
(Name): [Read-Only] Parent Nametype
(RigBoneType): [Read-Only] the source of the bone to differentiate procedurally generated, imported etc
- property initial_transform¶
[Read-Only] Initial global transform that is saved in this rig
- Type
- property type¶
[Read-Only] the source of the bone to differentiate procedurally generated, imported etc
- Type