unreal.RigDynamicsParticleForce

class unreal.RigDynamicsParticleForce(force: Vector = Ellipsis, space: PhysicsControlSpace = Ellipsis, type: PhysicsControlForceType = Ellipsis)

Bases: StructBase

A 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:

(PhysicsControlSpace)

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:

(PhysicsControlForceType)

Type:

[Read-Only] How Force is interpreted