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] The name of the bone to aligndebug_settings
(RigUnit_AimBone_DebugSettings): [Read-Write] The debug setting for the nodeexecute_context
(ControlRigExecuteContext): [Read-Write] * This property is used to chain multiple mutable units togetherprimary
(RigUnit_AimBone_Target): [Read-Write] The primary target for the aimpropagate_to_children
(bool): [Read-Only] 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] The secondary target for the aim - also referred to as PoleVector / UpVectorweight
(float): [Read-Write] The weight of the change - how much the change should be applied
- property debug_settings: RigUnit_AimBone_DebugSettings¶
[Read-Write] The debug setting for the node
- Type:
- property primary: RigUnit_AimBone_Target¶
[Read-Write] The primary target for the aim
- Type:
- property propagate_to_children: bool¶
[Read-Only] 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] The secondary target for the aim - also referred to as PoleVector / UpVector
- Type: