unreal.RigUnit_AimBone

class unreal.RigUnit_AimBone(execute_context: ControlRigExecuteContext = [], bone: Name = 'None', primary: RigUnit_AimBone_Target = Ellipsis, secondary: RigUnit_AimBone_Target = Ellipsis, weight: float = 0.0, propagate_to_children: bool = False, debug_settings: RigUnit_AimBone_DebugSettings = Ellipsis)

Bases: RigUnit_HighlevelBaseMutable

Aligns the rotation of a primary and secondary axis of a bone to a global target. Note: This node operates in global space!

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_AimBone.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bone (Name): [Read-Write] Bone: The name of the bone to align

  • debug_settings (RigUnit_AimBone_DebugSettings): [Read-Write] Debug Settings: The debug setting for the node

  • execute_context (ControlRigExecuteContext): [Read-Write] Execute Context: * This property is used to chain multiple mutable units together

  • primary (RigUnit_AimBone_Target): [Read-Write] Primary: The primary target for the aim

  • propagate_to_children (bool): [Read-Only] Propagate to Children: If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. Note: This is computationally more expensive than turning it off.

  • secondary (RigUnit_AimBone_Target): [Read-Write] Secondary: The secondary target for the aim - also referred to as PoleVector / UpVector

  • weight (float): [Read-Write] Weight: The weight of the change - how much the change should be applied

property bone: Name

[Read-Write] Bone: The name of the bone to align

Type:

(Name)

property debug_settings: RigUnit_AimBone_DebugSettings

[Read-Write] Debug Settings: The debug setting for the node

Type:

(RigUnit_AimBone_DebugSettings)

property primary: RigUnit_AimBone_Target

[Read-Write] Primary: The primary target for the aim

Type:

(RigUnit_AimBone_Target)

property propagate_to_children: bool

[Read-Only] Propagate to Children: If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. Note: This is computationally more expensive than turning it off.

Type:

(bool)

property secondary: RigUnit_AimBone_Target

[Read-Write] Secondary: The secondary target for the aim - also referred to as PoleVector / UpVector

Type:

(RigUnit_AimBone_Target)

property weight: float

[Read-Write] Weight: The weight of the change - how much the change should be applied

Type:

(float)