unreal.RigPhysicsSimulationSpaceMotion¶
- class unreal.RigPhysicsSimulationSpaceMotion¶
Bases:
StructBaseConditioning of simulation-space velocity and acceleration before they reach the inertial-force and drag systems. Wraps the per-axis clamps and the vertical motion scale, and contains nested InertialForces and Drag substructs.
C++ Source:
Plugin: ControlRigPhysics
Module: ControlRigPhysics
File: RigPhysicsData.h
Editor Properties: (see get_editor_property/set_editor_property)
clamp_angular_acceleration(bool): [Read-Write]clamp_angular_velocity(bool): [Read-Write]clamp_linear_acceleration(bool): [Read-Write]clamp_linear_velocity(bool): [Read-Write]drag(RigPhysicsSimulationDragSettings): [Read-Write] Drag and external-velocity settings (wind, turbulence, sim-local Chaos ether drag).inertial_forces(RigPhysicsInertialForceSettings): [Read-Write] Master and per-term gains on the simulation-space pseudo-forces (Linear-Euler, Angular-Euler, Centrifugal, Coriolis).max_angular_acceleration(float): [Read-Write] A clamp on the effective world-space angular acceleration that is passed to the simulation. Units are radian/s/s. The default value effectively means “unlimited”.max_angular_velocity(float): [Read-Write] A clamp on the effective world-space angular velocity that is passed to the simulation. Units are radian/s, so a value of about 6.0 is one rotation per second. The default value effectively means “unlimited”.max_linear_acceleration(float): [Read-Write] A clamp on the effective world-space acceleration that is passed to the simulation. The default value effectively means “unlimited”. This property is used to stop the bodies of the simulation flying out when suddenly changing linear speed.max_linear_velocity(float): [Read-Write] A clamp on the effective world-space velocity that is passed to the simulation. The default value effectively means “unlimited”. It is not usually required to change this but you would reduce this to limit the effects of drag on the bodies in the simulation.vertical_motion_scale(float): [Read-Write] Multiplier on the vertical (Z) components of linear velocity AND acceleration of the simulation space that is passed to the simulation. Usually from 0.0 to 1.0 to reduce the effects of jumping and crouching on the simulation, but it can be higher than 1.0 if you need to exaggerate this motion for some reason.