unreal.RigUnit_DistributeRotation
¶
- class unreal.RigUnit_DistributeRotation(execute_context: ControlRigExecuteContext = [], start_bone: Name = 'None', end_bone: Name = 'None', rotations: None = [], rotation_ease_type: RigVMAnimEasingType = Ellipsis, weight: float = 0.0, propagate_to_children: bool = False)¶
Bases:
RigUnit_HighlevelBaseMutable
Distributes rotations provided along a chain. Each rotation is expressed by a quaternion and a ratio, where the ratio is between 0.0 and 1.0 Note: This node adds rotation in local space of each bone!
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_DistributeRotation.h
Editor Properties: (see get_editor_property/set_editor_property)
end_bone
(Name): [Read-Write] The name of the last bone to alignexecute_context
(ControlRigExecuteContext): [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_ease_type
(RigVMAnimEasingType): [Read-Only] The easing to use between to rotations.rotations
(Array[RigUnit_DistributeRotation_Rotation]): [Read-Write] The list of rotations to be appliedstart_bone
(Name): [Read-Write] The name of the first bone to alignweight
(float): [Read-Write] The weight of the solver - how much the rotation should be applied
- 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_ease_type: RigVMAnimEasingType¶
[Read-Only] The easing to use between to rotations.
- Type: