unreal.RigUnit_GetRelativeTransformForItem
¶
- class unreal.RigUnit_GetRelativeTransformForItem(child: RigElementKey = Ellipsis, child_initial: bool = False, parent: RigElementKey = Ellipsis, parent_initial: bool = False, relative_transform: Transform = Ellipsis)¶
Bases:
RigUnit
GetRelativeTransform is used to retrieve a single transform from a hierarchy in the space of another transform
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_GetRelativeTransform.h
Editor Properties: (see get_editor_property/set_editor_property)
child
(RigElementKey): [Read-Write] Child: The child item to retrieve the transform forchild_initial
(bool): [Read-Write] Child Initial: Defines if the child’s transform should be retrieved as current (false) or initial (true). Initial transforms for bones and other elements in the hierarchy represent the reference pose’s value.parent
(RigElementKey): [Read-Write] Parent: The parent item to use. The child transform will be retrieve in the space of the parent.parent_initial
(bool): [Read-Write] Parent Initial: Defines if the parent’s transform should be retrieved as current (false) or initial (true). Initial transforms for bones and other elements in the hierarchy represent the reference pose’s value.relative_transform
(Transform): [Read-Write] Relative Transform: The transform of the given child item relative to the provided parent
- property child: RigElementKey¶
[Read-Write] Child: The child item to retrieve the transform for
- Type:
- property child_initial: bool¶
[Read-Write] Child Initial: Defines if the child’s transform should be retrieved as current (false) or initial (true). Initial transforms for bones and other elements in the hierarchy represent the reference pose’s value.
- Type:
(bool)
- property parent: RigElementKey¶
[Read-Write] Parent: The parent item to use. The child transform will be retrieve in the space of the parent.
- Type: