unreal.RigUnit_ControlRigSplineFromTransforms¶
- class unreal.RigUnit_ControlRigSplineFromTransforms(transforms: None = [], spline_mode: SplineType = Ellipsis, closed: bool = False, samples_per_segment: int = 0, compression: float = 0.0, stretch: float = 0.0, spline: ControlRigSpline = [])¶
Bases:
RigUnit_ControlRigSplineBaseCreates a Spline curve from an array of transforms
C++ Source:
Plugin: ControlRigSpline
Module: ControlRigSpline
File: ControlRigSplineUnits.h
Editor Properties: (see get_editor_property/set_editor_property)
closed(bool): [Read-Write] If True the spline will be closedcompression(float): [Read-Write] The amount of compression to applysamples_per_segment(int32): [Read-Write] Specifies the detail per segment of the splinespline(ControlRigSpline): [Read-Write] The resulting splinespline_mode(SplineType): [Read-Write] The mode to use for the splinestretch(float): [Read-Write] The amount of stretch to allow for the splinetransforms(Array[Transform]): [Read-Write] The input transforms to build the spline from
- property samples_per_segment: int¶
[Read-Write] Specifies the detail per segment of the spline
- Type:
(int32)
- property spline: ControlRigSpline¶
[Read-Only] The resulting spline
- Type:
- property spline_mode: SplineType¶
[Read-Write] The mode to use for the spline
- Type: