unreal.RigDynamicsConstraintComponent¶
- class unreal.RigDynamicsConstraintComponent(parent_component_key: RigComponentKey = Ellipsis, child_component_key: RigComponentKey = Ellipsis, constraint_type: RigParticleSimulationConstraintType = Ellipsis, strength: float = 0.0, damping_ratio: float = 0.0, extra_damping: float = 0.0, acceleration_mode: bool = False, length_multiplier: float = 0.0, extra_length: float = 0.0)¶
Bases:
RigBaseComponentA component that can be added to a joint/element that defines a constraint between two particles.
C++ Source:
Plugin: ControlRigDynamics
Module: ControlRigDynamics
File: RigDynamicsConstraintComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
acceleration_mode(bool): [Read-Write] For soft constraints: When true, Strength is a mass-independent natural frequency. When false, the spring/damper acts as a true force, so heavier particles oscillate more slowly. For hard constraints, this has no effect.child_component_key(RigComponentKey): [Read-Write] The child particle for the constraintconstraint_type(RigParticleSimulationConstraintType): [Read-Write] If the constraint is marked as “hard”, then the system will try as hard as possible to enforce it. This will also be a little cheaper than making a soft constraint.damping_ratio(float): [Read-Write] DampingRatio for the constraintextra_damping(float): [Read-Write] Additional damping for the constraintextra_length(float): [Read-Write] This will be added on to the target length after the automatic/multiplicationlength_multiplier(float): [Read-Write] The target length will be calculated automatically, multiplied by thisparent_component_key(RigComponentKey): [Read-Write] The parent particle for the constraintstrength(float): [Read-Write] The strength which we drive towards the target length. This is the oscillation frequency, so low values will be soft and springy, but values significantly above 1/timestep will track the target very accurately.
- property acceleration_mode: bool¶
When true, Strength is a mass-independent natural frequency. When false, the spring/damper acts as a true force, so heavier particles oscillate more slowly. For hard constraints, this has no effect.
- Type:
(bool)
- Type:
[Read-Only] For soft constraints
- property child_component_key: RigComponentKey¶
[Read-Only] The child particle for the constraint
- Type:
- property constraint_type: RigParticleSimulationConstraintType¶
[Read-Only] If the constraint is marked as “hard”, then the system will try as hard as possible to enforce it. This will also be a little cheaper than making a soft constraint.
- property extra_length: float¶
[Read-Only] This will be added on to the target length after the automatic/multiplication
- Type:
(float)
- property length_multiplier: float¶
[Read-Only] The target length will be calculated automatically, multiplied by this
- Type:
(float)
- property parent_component_key: RigComponentKey¶
[Read-Only] The parent particle for the constraint
- Type: