unreal.RigDynamicsParticleForce¶
- class unreal.RigDynamicsParticleForce(force: Vector = Ellipsis, space: PhysicsControlSpace = Ellipsis, type: PhysicsControlForceType = Ellipsis)¶
Bases:
StructBaseA single per-frame force record queued by the AddDynamicsParticleForce node and consumed by the solver in UpdatePreDynamics. Particles have no orientation or extents, so there is no torque or location offset; just a direction/magnitude, the space the direction is given in, and the interpretation (force / acceleration / impulse / velocity change).
C++ Source:
Plugin: ControlRigDynamics
Module: ControlRigDynamics
File: RigDynamicsData.h
Editor Properties: (see get_editor_property/set_editor_property)
force(Vector): [Read-Write] Direction and magnitude. Interpretation (units etc) depends on Type.space(PhysicsControlSpace): [Read-Write] Frame the Force is expressed in. Body means the space of the particle’s owning bone in the input pose (animation pose at the time of the step, before simulation writeback).type(PhysicsControlForceType): [Read-Write] How Force is interpreted: Force (kg cm/s^2), Acceleration (cm/s^2, mass-independent), Impulse (kg cm/s, one-shot momentum change), VelocityChange (cm/s, one-shot, mass-independent).
- property force: Vector¶
[Read-Only] Direction and magnitude. Interpretation (units etc) depends on Type.
- Type:
(Vector)
- property space: PhysicsControlSpace¶
[Read-Only] Frame the Force is expressed in. Body means the space of the particle’s owning bone in the input pose (animation pose at the time of the step, before simulation writeback).
- Type:
- property type: PhysicsControlForceType¶
Force (kg cm/s^2), Acceleration (cm/s^2, mass-independent), Impulse (kg cm/s, one-shot momentum change), VelocityChange (cm/s, one-shot, mass-independent).
- Type:
- Type:
[Read-Only] How Force is interpreted