unreal.RigUnit_FABRIK
¶
- class unreal.RigUnit_FABRIK(execute_context: ControlRigExecuteContext = [], start_bone: Name = 'None', effector_bone: Name = 'None', effector_transform: Transform = Ellipsis, precision: float = 0.0, weight: float = 0.0, propagate_to_children: bool = False, max_iterations: int = 0, set_effector_transform: bool = False)¶
Bases:
RigUnit_HighlevelBaseMutable
The FABRIK solver can solve N-Bone chains using the Forward and Backward Reaching Inverse Kinematics algorithm. For now this node supports single effector chains only.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_FABRIK.h
Editor Properties: (see get_editor_property/set_editor_property)
effector_bone
(Name): [Read-Write] The last bone in the chain to solve - the effectoreffector_transform
(Transform): [Read-Write] The transform of the effector in global spaceexecute_context
(ControlRigExecuteContext): [Read-Write] * This property is used to chain multiple mutable units togethermax_iterations
(int32): [Read-Write] The maximum number of iterations. Values between 4 and 16 are common.precision
(float): [Read-Only] The precision to use for the fabrik solverpropagate_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.set_effector_transform
(bool): [Read-Write] The option to set the effector transformstart_bone
(Name): [Read-Write] The first bone in the chain to solveweight
(float): [Read-Write] The weight of the solver - how much the IK should be applied.
- property effector_bone: Name¶
[Read-Write] The last bone in the chain to solve - the effector
- Type:
(Name)
- property effector_transform: Transform¶
[Read-Write] The transform of the effector in global space
- Type:
- property max_iterations: int¶
[Read-Write] The maximum number of iterations. Values between 4 and 16 are common.
- Type:
(int32)
- 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)