unreal.RigPhysicsBodySolverSettings

class unreal.RigPhysicsBodySolverSettings

Bases: StructBase

Basic settings of the body in relation to the solver that are not covered elsewhere

C++ Source:

  • Plugin: ControlRigPhysics

  • Module: ControlRigPhysics

  • File: RigPhysicsData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • include_in_checks_for_reset (bool): [Read-Write] Whether to include this bone in checks for whether we should reset physics on the whole rig, using thresholds in the solver. Set to false for bodies you know may jump around safely when kinematic.

  • physics_solver_component_key (RigComponentKey): [Read-Write] Note that setting the solver component, if known, has the benefit of avoiding the need to search for an automatic solver.

  • source_bone (RigElementKey): [Read-Write] The bone that is used to initialize physics, as well as what to track when the body is set to be kinematic. Note that if this is unset, the it will default to the parent of our owner.

  • target_bone (RigElementKey): [Read-Write] The bone that is written to following simulation. Note that if this is unset, the it will default to the parent of our owner.

  • use_automatic_solver (bool): [Read-Write] If true (and the physics solver is not explicitly set), then this component will be added to any physics solver that exists above it in the hierarchy, if that solver allows automatically adding physics components.