unreal.RigPhysicsKinematicTargetSpace¶
- class unreal.RigPhysicsKinematicTargetSpace¶
Bases:
EnumBaseSpecifies what space a kinematic target is defined in Danny TODO this is much better than the similar mechanism in PCC and RBWC (which has a bUseSkeletalAnimation) - switch them to use this.
C++ Source:
Plugin: PhysicsControl
Module: ControlRigPhysics
File: RigPhysicsData.h
- COMPONENT: RigPhysicsKinematicTargetSpace = Ellipsis¶
Target is in the space of the component
- Type:
1
- IGNORE_TARGET: RigPhysicsKinematicTargetSpace = Ellipsis¶
Ignore the specified target, and just track the bone
- Type:
5
- OFFSET_IN_BONE_SPACE: RigPhysicsKinematicTargetSpace = Ellipsis¶
Target is specified relative to the bone that controls the (kinematic) body, with the offset applied in the space of that body.
- Type:
2
- OFFSET_IN_COMPONENT_SPACE: RigPhysicsKinematicTargetSpace = Ellipsis¶
Target is specified relative to the bone that controls the (kinematic) body, with the offset applied in component space.
- Type:
4
- OFFSET_IN_WORLD_SPACE: RigPhysicsKinematicTargetSpace = Ellipsis¶
Target is specified relative to the bone that controls the (kinematic) body, with the offset applied in world space.
- Type:
3
- WORLD: RigPhysicsKinematicTargetSpace = Ellipsis¶
Target is in world space
- Type:
0