unreal.RigUnit_GetTransformArray
¶
- class unreal.RigUnit_GetTransformArray(items: RigElementKeyCollection = Ellipsis, space: RigVMTransformSpace = Ellipsis, initial: bool = False, transforms: None = [])¶
Bases:
RigUnit
GetTransformArray is used to retrieve an array of transforms from the hierarchy.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_GetTransform.h
Editor Properties: (see get_editor_property/set_editor_property)
initial
(bool): [Read-Write] Defines if the transforms 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.items
(RigElementKeyCollection): [Read-Write] The items to retrieve the transforms forspace
(RigVMTransformSpace): [Read-Write] Defines if the transforms should be retrieved in local or global spacetransforms
(Array[Transform]): [Read-Write] The current transform of the given item - or identity in case it wasn’t found.
- property initial: bool¶
[Read-Write] Defines if the transforms 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 items: RigElementKeyCollection¶
[Read-Write] The items to retrieve the transforms for
- Type:
- property space: RigVMTransformSpace¶
[Read-Write] Defines if the transforms should be retrieved in local or global space
- Type: