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 together

  • motion_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 solve

  • solver_property (SolverInput): [Read-Only]

property constraints: None

[Read-Write]

Type:

(Array[FBIKConstraintOption])

property debug_option: FBIKDebugOption

[Read-Write]

Type:

(FBIKDebugOption)

property effectors: None

[Read-Write]

Type:

(Array[FBIKEndEffector])

property end_effectors: None

‘end_effectors’ was renamed to ‘effectors’.

Type:

deprecated

property motion_property: MotionProcessInput

[Read-Only]

Type:

(MotionProcessInput)

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:

(RigElementKey)

property solver_property: SolverInput

[Read-Only]

Type:

(SolverInput)