unreal.RigUnit_BoneHarmonics¶
- class unreal.RigUnit_BoneHarmonics(execute_pin: RigVMExecutePin = [], bones: None = [], wave_speed: Vector = Ellipsis, wave_frequency: Vector = Ellipsis, wave_amplitude: Vector = Ellipsis, wave_offset: Vector = Ellipsis, wave_noise: Vector = Ellipsis, wave_ease: RigVMAnimEasingType = Ellipsis, wave_minimum: float = 0.0, wave_maximum: float = 0.0, rotation_order: EulerRotationOrder = Ellipsis, propagate_to_children: bool = False)¶
Bases:
RigUnit_HighlevelBaseMutablePerforms point based simulation
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_BoneHarmonics.h
Editor Properties: (see get_editor_property/set_editor_property)
bones(Array[RigUnit_BoneHarmonics_BoneTarget]): [Read-Only] The bones to drive.execute_pin(RigVMExecutePin): [Read-Write] * This property is used to chain multiple mutable units togetherpropagate_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.rotation_order(EulerRotationOrder): [Read-Write]wave_amplitude(Vector): [Read-Write] The amplitude in degrees per axiswave_ease(RigVMAnimEasingType): [Read-Write]wave_frequency(Vector): [Read-Write]wave_maximum(float): [Read-Write]wave_minimum(float): [Read-Write]wave_noise(Vector): [Read-Write]wave_offset(Vector): [Read-Write]wave_speed(Vector): [Read-Write]
- 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 rotation_order: EulerRotationOrder¶
[Read-Write]
- Type:
- property wave_ease: RigVMAnimEasingType¶
[Read-Write]
- Type: