unreal.RigUnit_FullbodyIK
¶
- class unreal.RigUnit_FullbodyIK(execute_context: ControlRigExecuteContext = [], root: RigElementKey = Ellipsis, effectors: None = [], constraints: None = [], solver_property: SolverInput = [], motion_property: MotionProcessInput = [], propagate_to_children: bool = False, debug_option: FBIKDebugOption = [])¶
Bases:
RigUnit_HighlevelBaseMutable
Based on Jacobian solver at core, this can solve multi chains within a root using multi effectors
C++ Source:
Plugin: FullBodyIK
Module: FullBodyIK
File: RigUnit_FullbodyIK.h
Editor Properties: (see get_editor_property/set_editor_property)
constraints
(Array[FBIKConstraintOption]): [Read-Write]debug_option
(FBIKDebugOption): [Read-Write]effectors
(Array[FBIKEndEffector]): [Read-Write]execute_context
(ControlRigExecuteContext): [Read-Write] * This property is used to chain multiple mutable units togethermotion_property
(MotionProcessInput): [Read-Only]propagate_to_children
(bool): [Read-Write] 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.root
(RigElementKey): [Read-Only] The first bone in the chain to solvesolver_property
(SolverInput): [Read-Only]
- property debug_option: FBIKDebugOption¶
[Read-Write]
- Type:
- property motion_property: MotionProcessInput¶
[Read-Only]
- Type:
- property propagate_to_children: bool¶
[Read-Write] 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 root: RigElementKey¶
[Read-Only] The first bone in the chain to solve
- Type:
- property solver_property: SolverInput¶
[Read-Only]
- Type: