unreal.RigDynamicsSolverComponent

class unreal.RigDynamicsSolverComponent(particles: None = [], colliders: None = [], constraints: None = [], cone_limits: None = [], confiners: None = [], settings: RigDynamicsSolverSettings = Ellipsis, space_motion: RigDynamicsSimulationSpaceMotion = Ellipsis, teleport_detection: RigDynamicsTeleportDetectionSettings = Ellipsis)

Bases: RigBaseComponent

A component that can be added to a joint/element that defines how a system of particles can be solved

C++ Source:

  • Plugin: ControlRigDynamics

  • Module: ControlRigDynamics

  • File: RigDynamicsSolverComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • colliders (Array[RigComponentKey]): [Read-Write] Collision shapes attached to bones in the hierarchy

  • cone_limits (Array[RigComponentKey]): [Read-Write] Cone limits apply forces to triples of particles to limit the angle between them

  • confiners (Array[RigComponentKey]): [Read-Write] Confinement shapes attached to bones in the hierarchy. Particles that opt in to a confiner will be kept inside its shapes.

  • constraints (Array[RigComponentKey]): [Read-Write] Constraints apply forces to pairs of particles to maintain a target distance

  • particles (Array[RigComponentKey]): [Read-Write] Particles can be dynamic or kinematic. Kinematic particles track the target bones. Dynamic particles fall under gravity, respond to constraints etc. In addition, dynamic particles will track the target bones using forces. They will also be connected in chains to maintain the original bone lengths.

  • settings (RigDynamicsSolverSettings): [Read-Write]

  • space_motion (RigDynamicsSimulationSpaceMotion): [Read-Write] Simulation-space motion conditioning + the two consumers (inertial pseudo-forces and drag) nested inside it. The conditioned velocities/accelerations feed both consumers.

  • teleport_detection (RigDynamicsTeleportDetectionSettings): [Read-Write] Teleport-detection thresholds. Independent of SpaceMotion - these read raw deltas.

property colliders: None

[Read-Only] Collision shapes attached to bones in the hierarchy

Type:

(Array[RigComponentKey])

property cone_limits: None

[Read-Only] Cone limits apply forces to triples of particles to limit the angle between them

Type:

(Array[RigComponentKey])

property confiners: None

[Read-Only] Confinement shapes attached to bones in the hierarchy. Particles that opt in to a confiner will be kept inside its shapes.

Type:

(Array[RigComponentKey])

property constraints: None

[Read-Only] Constraints apply forces to pairs of particles to maintain a target distance

Type:

(Array[RigComponentKey])

property particles: None

[Read-Only] Particles can be dynamic or kinematic. Kinematic particles track the target bones. Dynamic particles fall under gravity, respond to constraints etc. In addition, dynamic particles will track the target bones using forces. They will also be connected in chains to maintain the original bone lengths.

Type:

(Array[RigComponentKey])

property settings: RigDynamicsSolverSettings

[Read-Only]

Type:

(RigDynamicsSolverSettings)

property space_motion: RigDynamicsSimulationSpaceMotion

[Read-Only] Simulation-space motion conditioning + the two consumers (inertial pseudo-forces and drag) nested inside it. The conditioned velocities/accelerations feed both consumers.

Type:

(RigDynamicsSimulationSpaceMotion)

property teleport_detection: RigDynamicsTeleportDetectionSettings

[Read-Only] Teleport-detection thresholds. Independent of SpaceMotion - these read raw deltas.

Type:

(RigDynamicsTeleportDetectionSettings)